• The Word is Out: Danish Ministry Drops Microsoft, Goes Open Source

    Key Takeaways

    Meta and Yandex have been found guilty of secretly listening to localhost ports and using them to transfer sensitive data from Android devices.
    The corporations use Meta Pixel and Yandex Metrica scripts to transfer cookies from browsers to local apps. Using incognito mode or a VPN can’t fully protect users against it.
    A Meta spokesperson has called this a ‘miscommunication,’ which seems to be an attempt to underplay the situation.

    Denmark’s Ministry of Digitalization has recently announced that it will leave the Microsoft ecosystem in favor of Linux and other open-source software.
    Minister Caroline Stage Olsen revealed this in an interview with Politiken, the country’s leading newspaper. According to Olsen, the Ministry plans to switch half of its employees to Linux and LibreOffice by summer, and the rest by fall.
    The announcement comes after Denmark’s largest cities – Copenhagen and Aarhus – made similar moves earlier this month.
    Why the Danish Ministry of Digitalization Switched to Open-Source Software
    The three main reasons Denmark is moving away from Microsoft are costs, politics, and security.
    In the case of Aarhus, the city was able to slash its annual costs from 800K kroner to just 225K by replacing Microsoft with a German service provider. 
    The same is a pain point for Copenhagen, which saw its costs on Microsoft balloon from 313M kroner in 2018 to 538M kroner in 2023.
    It’s also part of a broader move to increase its digital sovereignty. In her LinkedIn post, Olsen further explained that the strategy is not about isolation or digital nationalism, adding that they should not turn their backs completely on global tech companies like Microsoft. 

    Instead, it’s about avoiding being too dependent on these companies, which could prevent them from acting freely.
    Then there’s politics. Since his reelection earlier this year, US President Donald Trump has repeatedly threatened to take over Greenland, an autonomous territory of Denmark. 
    In May, the Danish Foreign Minister Lars Løkke Rasmussen summoned the US ambassador regarding news that US spy agencies have been told to focus on the territory.
    If the relationship between the two countries continues to erode, Trump can order Microsoft and other US tech companies to cut off Denmark from their services. After all, Microsoft and Facebook’s parent company Meta, have close ties to the US president after contributing M each for his inauguration in January.
    Denmark Isn’t Alone: Other EU Countries Are Making Similar Moves
    Denmark is only one of the growing number of European Unioncountries taking measures to become more digitally independent.
    Germany’s Federal Digital Minister Karsten Wildberger emphasized the need to be more independent of global tech companies during the re:publica internet conference in May. He added that IT companies in the EU have the opportunity to create tech that is based on the region’s values.

    Meanwhile, Bert Hubert, a technical advisor to the Dutch Electoral Council, wrote in February that ‘it is no longer safe to move our governments and societies to US clouds.’ He said that America is no longer a ‘reliable partner,’ making it risky to have the data of European governments and businesses at the mercy of US-based cloud providers.
    Earlier this month, the chief prosecutor of the International Criminal Court, Karim Khan, experienced a disconnection from his Microsoft-based email account, sparking uproar across the region. 
    Speculation quickly arose that the incident was linked to sanctions previously imposed on the ICC by the Trump administration, an assertion Microsoft has denied.
    Earlier this month, the chief prosecutor of the International Criminal Court, Karim Khan, disconnection from his Microsoft-based email account caused an uproar in the region. Some speculated that this was connected to sanctions imposed by Trump against the ICC, which Microsoft denied.
    Weaning the EU Away from US Tech is Possible, But Challenges Lie Ahead
    Change like this doesn’t happen overnight. Just finding, let alone developing, reliable alternatives to tools that have been part of daily workflows for decades, is a massive undertaking.
    It will also take time for users to adapt to these new tools, especially when transitioning to an entirely new ecosystem. In Aarhus, for example, municipal staff initially viewed the shift to open source as a step down from the familiarity and functionality of Microsoft products.
    Overall, these are only temporary hurdles. Momentum is building, with growing calls for digital independence from leaders like Ministers Olsen and Wildberger.
     Initiatives such as the Digital Europe Programme, which seeks to reduce reliance on foreign systems and solutions, further accelerate this push. As a result, the EU’s transition could arrive sooner rather than later

    As technology continues to evolve—from the return of 'dumbphones' to faster and sleeker computers—seasoned tech journalist, Cedric Solidon, continues to dedicate himself to writing stories that inform, empower, and connect with readers across all levels of digital literacy.
    With 20 years of professional writing experience, this University of the Philippines Journalism graduate has carved out a niche as a trusted voice in tech media. Whether he's breaking down the latest advancements in cybersecurity or explaining how silicon-carbon batteries can extend your phone’s battery life, his writing remains rooted in clarity, curiosity, and utility.
    Long before he was writing for Techreport, HP, Citrix, SAP, Globe Telecom, CyberGhost VPN, and ExpressVPN, Cedric's love for technology began at home courtesy of a Nintendo Family Computer and a stack of tech magazines.
    Growing up, his days were often filled with sessions of Contra, Bomberman, Red Alert 2, and the criminally underrated Crusader: No Regret. But gaming wasn't his only gateway to tech. 
    He devoured every T3, PCMag, and PC Gamer issue he could get his hands on, often reading them cover to cover. It wasn’t long before he explored the early web in IRC chatrooms, online forums, and fledgling tech blogs, soaking in every byte of knowledge from the late '90s and early 2000s internet boom.
    That fascination with tech didn’t just stick. It evolved into a full-blown calling.
    After graduating with a degree in Journalism, he began his writing career at the dawn of Web 2.0. What started with small editorial roles and freelance gigs soon grew into a full-fledged career.
    He has since collaborated with global tech leaders, lending his voice to content that bridges technical expertise with everyday usability. He’s also written annual reports for Globe Telecom and consumer-friendly guides for VPN companies like CyberGhost and ExpressVPN, empowering readers to understand the importance of digital privacy.
    His versatility spans not just tech journalism but also technical writing. He once worked with a local tech company developing web and mobile apps for logistics firms, crafting documentation and communication materials that brought together user-friendliness with deep technical understanding. That experience sharpened his ability to break down dense, often jargon-heavy material into content that speaks clearly to both developers and decision-makers.
    At the heart of his work lies a simple belief: technology should feel empowering, not intimidating. Even if the likes of smartphones and AI are now commonplace, he understands that there's still a knowledge gap, especially when it comes to hardware or the real-world benefits of new tools. His writing hopes to help close that gap.
    Cedric’s writing style reflects that mission. It’s friendly without being fluffy and informative without being overwhelming. Whether writing for seasoned IT professionals or casual readers curious about the latest gadgets, he focuses on how a piece of technology can improve our lives, boost our productivity, or make our work more efficient. That human-first approach makes his content feel more like a conversation than a technical manual.
    As his writing career progresses, his passion for tech journalism remains as strong as ever. With the growing need for accessible, responsible tech communication, he sees his role not just as a journalist but as a guide who helps readers navigate a digital world that’s often as confusing as it is exciting.
    From reviewing the latest devices to unpacking global tech trends, Cedric isn’t just reporting on the future; he’s helping to write it.

    View all articles by Cedric Solidon

    Our editorial process

    The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors.
    #word #out #danish #ministry #drops
    The Word is Out: Danish Ministry Drops Microsoft, Goes Open Source
    Key Takeaways Meta and Yandex have been found guilty of secretly listening to localhost ports and using them to transfer sensitive data from Android devices. The corporations use Meta Pixel and Yandex Metrica scripts to transfer cookies from browsers to local apps. Using incognito mode or a VPN can’t fully protect users against it. A Meta spokesperson has called this a ‘miscommunication,’ which seems to be an attempt to underplay the situation. Denmark’s Ministry of Digitalization has recently announced that it will leave the Microsoft ecosystem in favor of Linux and other open-source software. Minister Caroline Stage Olsen revealed this in an interview with Politiken, the country’s leading newspaper. According to Olsen, the Ministry plans to switch half of its employees to Linux and LibreOffice by summer, and the rest by fall. The announcement comes after Denmark’s largest cities – Copenhagen and Aarhus – made similar moves earlier this month. Why the Danish Ministry of Digitalization Switched to Open-Source Software The three main reasons Denmark is moving away from Microsoft are costs, politics, and security. In the case of Aarhus, the city was able to slash its annual costs from 800K kroner to just 225K by replacing Microsoft with a German service provider.  The same is a pain point for Copenhagen, which saw its costs on Microsoft balloon from 313M kroner in 2018 to 538M kroner in 2023. It’s also part of a broader move to increase its digital sovereignty. In her LinkedIn post, Olsen further explained that the strategy is not about isolation or digital nationalism, adding that they should not turn their backs completely on global tech companies like Microsoft.  Instead, it’s about avoiding being too dependent on these companies, which could prevent them from acting freely. Then there’s politics. Since his reelection earlier this year, US President Donald Trump has repeatedly threatened to take over Greenland, an autonomous territory of Denmark.  In May, the Danish Foreign Minister Lars Løkke Rasmussen summoned the US ambassador regarding news that US spy agencies have been told to focus on the territory. If the relationship between the two countries continues to erode, Trump can order Microsoft and other US tech companies to cut off Denmark from their services. After all, Microsoft and Facebook’s parent company Meta, have close ties to the US president after contributing M each for his inauguration in January. Denmark Isn’t Alone: Other EU Countries Are Making Similar Moves Denmark is only one of the growing number of European Unioncountries taking measures to become more digitally independent. Germany’s Federal Digital Minister Karsten Wildberger emphasized the need to be more independent of global tech companies during the re:publica internet conference in May. He added that IT companies in the EU have the opportunity to create tech that is based on the region’s values. Meanwhile, Bert Hubert, a technical advisor to the Dutch Electoral Council, wrote in February that ‘it is no longer safe to move our governments and societies to US clouds.’ He said that America is no longer a ‘reliable partner,’ making it risky to have the data of European governments and businesses at the mercy of US-based cloud providers. Earlier this month, the chief prosecutor of the International Criminal Court, Karim Khan, experienced a disconnection from his Microsoft-based email account, sparking uproar across the region.  Speculation quickly arose that the incident was linked to sanctions previously imposed on the ICC by the Trump administration, an assertion Microsoft has denied. Earlier this month, the chief prosecutor of the International Criminal Court, Karim Khan, disconnection from his Microsoft-based email account caused an uproar in the region. Some speculated that this was connected to sanctions imposed by Trump against the ICC, which Microsoft denied. Weaning the EU Away from US Tech is Possible, But Challenges Lie Ahead Change like this doesn’t happen overnight. Just finding, let alone developing, reliable alternatives to tools that have been part of daily workflows for decades, is a massive undertaking. It will also take time for users to adapt to these new tools, especially when transitioning to an entirely new ecosystem. In Aarhus, for example, municipal staff initially viewed the shift to open source as a step down from the familiarity and functionality of Microsoft products. Overall, these are only temporary hurdles. Momentum is building, with growing calls for digital independence from leaders like Ministers Olsen and Wildberger.  Initiatives such as the Digital Europe Programme, which seeks to reduce reliance on foreign systems and solutions, further accelerate this push. As a result, the EU’s transition could arrive sooner rather than later As technology continues to evolve—from the return of 'dumbphones' to faster and sleeker computers—seasoned tech journalist, Cedric Solidon, continues to dedicate himself to writing stories that inform, empower, and connect with readers across all levels of digital literacy. With 20 years of professional writing experience, this University of the Philippines Journalism graduate has carved out a niche as a trusted voice in tech media. Whether he's breaking down the latest advancements in cybersecurity or explaining how silicon-carbon batteries can extend your phone’s battery life, his writing remains rooted in clarity, curiosity, and utility. Long before he was writing for Techreport, HP, Citrix, SAP, Globe Telecom, CyberGhost VPN, and ExpressVPN, Cedric's love for technology began at home courtesy of a Nintendo Family Computer and a stack of tech magazines. Growing up, his days were often filled with sessions of Contra, Bomberman, Red Alert 2, and the criminally underrated Crusader: No Regret. But gaming wasn't his only gateway to tech.  He devoured every T3, PCMag, and PC Gamer issue he could get his hands on, often reading them cover to cover. It wasn’t long before he explored the early web in IRC chatrooms, online forums, and fledgling tech blogs, soaking in every byte of knowledge from the late '90s and early 2000s internet boom. That fascination with tech didn’t just stick. It evolved into a full-blown calling. After graduating with a degree in Journalism, he began his writing career at the dawn of Web 2.0. What started with small editorial roles and freelance gigs soon grew into a full-fledged career. He has since collaborated with global tech leaders, lending his voice to content that bridges technical expertise with everyday usability. He’s also written annual reports for Globe Telecom and consumer-friendly guides for VPN companies like CyberGhost and ExpressVPN, empowering readers to understand the importance of digital privacy. His versatility spans not just tech journalism but also technical writing. He once worked with a local tech company developing web and mobile apps for logistics firms, crafting documentation and communication materials that brought together user-friendliness with deep technical understanding. That experience sharpened his ability to break down dense, often jargon-heavy material into content that speaks clearly to both developers and decision-makers. At the heart of his work lies a simple belief: technology should feel empowering, not intimidating. Even if the likes of smartphones and AI are now commonplace, he understands that there's still a knowledge gap, especially when it comes to hardware or the real-world benefits of new tools. His writing hopes to help close that gap. Cedric’s writing style reflects that mission. It’s friendly without being fluffy and informative without being overwhelming. Whether writing for seasoned IT professionals or casual readers curious about the latest gadgets, he focuses on how a piece of technology can improve our lives, boost our productivity, or make our work more efficient. That human-first approach makes his content feel more like a conversation than a technical manual. As his writing career progresses, his passion for tech journalism remains as strong as ever. With the growing need for accessible, responsible tech communication, he sees his role not just as a journalist but as a guide who helps readers navigate a digital world that’s often as confusing as it is exciting. From reviewing the latest devices to unpacking global tech trends, Cedric isn’t just reporting on the future; he’s helping to write it. View all articles by Cedric Solidon Our editorial process The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors. #word #out #danish #ministry #drops
    TECHREPORT.COM
    The Word is Out: Danish Ministry Drops Microsoft, Goes Open Source
    Key Takeaways Meta and Yandex have been found guilty of secretly listening to localhost ports and using them to transfer sensitive data from Android devices. The corporations use Meta Pixel and Yandex Metrica scripts to transfer cookies from browsers to local apps. Using incognito mode or a VPN can’t fully protect users against it. A Meta spokesperson has called this a ‘miscommunication,’ which seems to be an attempt to underplay the situation. Denmark’s Ministry of Digitalization has recently announced that it will leave the Microsoft ecosystem in favor of Linux and other open-source software. Minister Caroline Stage Olsen revealed this in an interview with Politiken, the country’s leading newspaper. According to Olsen, the Ministry plans to switch half of its employees to Linux and LibreOffice by summer, and the rest by fall. The announcement comes after Denmark’s largest cities – Copenhagen and Aarhus – made similar moves earlier this month. Why the Danish Ministry of Digitalization Switched to Open-Source Software The three main reasons Denmark is moving away from Microsoft are costs, politics, and security. In the case of Aarhus, the city was able to slash its annual costs from 800K kroner to just 225K by replacing Microsoft with a German service provider.  The same is a pain point for Copenhagen, which saw its costs on Microsoft balloon from 313M kroner in 2018 to 538M kroner in 2023. It’s also part of a broader move to increase its digital sovereignty. In her LinkedIn post, Olsen further explained that the strategy is not about isolation or digital nationalism, adding that they should not turn their backs completely on global tech companies like Microsoft.  Instead, it’s about avoiding being too dependent on these companies, which could prevent them from acting freely. Then there’s politics. Since his reelection earlier this year, US President Donald Trump has repeatedly threatened to take over Greenland, an autonomous territory of Denmark.  In May, the Danish Foreign Minister Lars Løkke Rasmussen summoned the US ambassador regarding news that US spy agencies have been told to focus on the territory. If the relationship between the two countries continues to erode, Trump can order Microsoft and other US tech companies to cut off Denmark from their services. After all, Microsoft and Facebook’s parent company Meta, have close ties to the US president after contributing $1M each for his inauguration in January. Denmark Isn’t Alone: Other EU Countries Are Making Similar Moves Denmark is only one of the growing number of European Union (EU) countries taking measures to become more digitally independent. Germany’s Federal Digital Minister Karsten Wildberger emphasized the need to be more independent of global tech companies during the re:publica internet conference in May. He added that IT companies in the EU have the opportunity to create tech that is based on the region’s values. Meanwhile, Bert Hubert, a technical advisor to the Dutch Electoral Council, wrote in February that ‘it is no longer safe to move our governments and societies to US clouds.’ He said that America is no longer a ‘reliable partner,’ making it risky to have the data of European governments and businesses at the mercy of US-based cloud providers. Earlier this month, the chief prosecutor of the International Criminal Court (ICC), Karim Khan, experienced a disconnection from his Microsoft-based email account, sparking uproar across the region.  Speculation quickly arose that the incident was linked to sanctions previously imposed on the ICC by the Trump administration, an assertion Microsoft has denied. Earlier this month, the chief prosecutor of the International Criminal Court (ICC), Karim Khan, disconnection from his Microsoft-based email account caused an uproar in the region. Some speculated that this was connected to sanctions imposed by Trump against the ICC, which Microsoft denied. Weaning the EU Away from US Tech is Possible, But Challenges Lie Ahead Change like this doesn’t happen overnight. Just finding, let alone developing, reliable alternatives to tools that have been part of daily workflows for decades, is a massive undertaking. It will also take time for users to adapt to these new tools, especially when transitioning to an entirely new ecosystem. In Aarhus, for example, municipal staff initially viewed the shift to open source as a step down from the familiarity and functionality of Microsoft products. Overall, these are only temporary hurdles. Momentum is building, with growing calls for digital independence from leaders like Ministers Olsen and Wildberger.  Initiatives such as the Digital Europe Programme, which seeks to reduce reliance on foreign systems and solutions, further accelerate this push. As a result, the EU’s transition could arrive sooner rather than later As technology continues to evolve—from the return of 'dumbphones' to faster and sleeker computers—seasoned tech journalist, Cedric Solidon, continues to dedicate himself to writing stories that inform, empower, and connect with readers across all levels of digital literacy. With 20 years of professional writing experience, this University of the Philippines Journalism graduate has carved out a niche as a trusted voice in tech media. Whether he's breaking down the latest advancements in cybersecurity or explaining how silicon-carbon batteries can extend your phone’s battery life, his writing remains rooted in clarity, curiosity, and utility. Long before he was writing for Techreport, HP, Citrix, SAP, Globe Telecom, CyberGhost VPN, and ExpressVPN, Cedric's love for technology began at home courtesy of a Nintendo Family Computer and a stack of tech magazines. Growing up, his days were often filled with sessions of Contra, Bomberman, Red Alert 2, and the criminally underrated Crusader: No Regret. But gaming wasn't his only gateway to tech.  He devoured every T3, PCMag, and PC Gamer issue he could get his hands on, often reading them cover to cover. It wasn’t long before he explored the early web in IRC chatrooms, online forums, and fledgling tech blogs, soaking in every byte of knowledge from the late '90s and early 2000s internet boom. That fascination with tech didn’t just stick. It evolved into a full-blown calling. After graduating with a degree in Journalism, he began his writing career at the dawn of Web 2.0. What started with small editorial roles and freelance gigs soon grew into a full-fledged career. He has since collaborated with global tech leaders, lending his voice to content that bridges technical expertise with everyday usability. He’s also written annual reports for Globe Telecom and consumer-friendly guides for VPN companies like CyberGhost and ExpressVPN, empowering readers to understand the importance of digital privacy. His versatility spans not just tech journalism but also technical writing. He once worked with a local tech company developing web and mobile apps for logistics firms, crafting documentation and communication materials that brought together user-friendliness with deep technical understanding. That experience sharpened his ability to break down dense, often jargon-heavy material into content that speaks clearly to both developers and decision-makers. At the heart of his work lies a simple belief: technology should feel empowering, not intimidating. Even if the likes of smartphones and AI are now commonplace, he understands that there's still a knowledge gap, especially when it comes to hardware or the real-world benefits of new tools. His writing hopes to help close that gap. Cedric’s writing style reflects that mission. It’s friendly without being fluffy and informative without being overwhelming. Whether writing for seasoned IT professionals or casual readers curious about the latest gadgets, he focuses on how a piece of technology can improve our lives, boost our productivity, or make our work more efficient. That human-first approach makes his content feel more like a conversation than a technical manual. As his writing career progresses, his passion for tech journalism remains as strong as ever. With the growing need for accessible, responsible tech communication, he sees his role not just as a journalist but as a guide who helps readers navigate a digital world that’s often as confusing as it is exciting. From reviewing the latest devices to unpacking global tech trends, Cedric isn’t just reporting on the future; he’s helping to write it. View all articles by Cedric Solidon Our editorial process The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors.
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  • Double-Whammy When AGI Embeds With Humanoid Robots And Occupies Both White-Collar And Blue-Collar Jobs

    AGI will be embedded into humanoid robots, which makes white-collar and blue-collar jobs a target ... More for walking/talking automation.getty
    In today’s column, I examine the highly worrisome qualms expressed that the advent of artificial general intelligenceis likely to usurp white-collar jobs. The stated concern is that since AGI will be on par with human intellect, any job that relies principally on intellectual pursuits such as typical white-collar work will be taken over via the use of AGI. Employers will realize that rather than dealing with human white-collar workers, they can more readily get the job done via AGI. This, in turn, has led to a rising call that people should aim toward blue-collar jobs, doing so becausethose forms of employment will not be undercut via AGI.

    Sorry to say, that misses the bigger picture, namely that AGI when combined with humanoid robots is coming not only for white-collar jobs but also blue-collar jobs too. It is a proverbial double-whammy when it comes to the attainment of AGI.

    Let’s talk about it.

    This analysis of an innovative AI breakthrough is part of my ongoing Forbes column coverage on the latest in AI, including identifying and explaining various impactful AI complexities.

    Heading Toward AGI And ASI
    First, some fundamentals are required to set the stage for this weighty discussion.
    There is a great deal of research going on to further advance AI. The general goal is to either reach artificial general intelligenceor maybe even the outstretched possibility of achieving artificial superintelligence.
    AGI is AI that is considered on par with human intellect and can seemingly match our intelligence. ASI is AI that has gone beyond human intellect and would be superior in many if not all feasible ways. The idea is that ASI would be able to run circles around humans by outthinking us at every turn. For more details on the nature of conventional AI versus AGI and ASI, see my analysis at the link here.
    We have not yet attained AGI.
    In fact, it is unknown as to whether we will reach AGI, or that maybe AGI will be achievable in decades or perhaps centuries from now. The AGI attainment dates that are floating around are wildly varying and wildly unsubstantiated by any credible evidence or ironclad logic. ASI is even more beyond the pale when it comes to where we are currently with conventional AI.
    AGI Problem Only Half Seen
    Before launching into the primary matter at hand in this discussion, let’s contemplate a famous quote attributed to Charles Kettering, a legendary inventor, who said, “A problem well-stated is a problem half-solved.”

    I bring this up because those loud clamors right now about the assumption that AGI will replace white-collar workers are only seeing half of the problem. The problem as they see it is that since AGI is intellectually on par with humans, and since white-collar workers mainly use intellect in their work endeavors, AGI is going to be used in place of humans for white-collar work.
    I will in a moment explain why that’s only half of the problem and there is a demonstrative need to more carefully and fully articulate the nature of the problem.
    Will AGI Axiomatically Take White-Collar Jobs
    On a related facet, the belief that AGI will axiomatically replace white-collar labor makes a number of other related key assumptions. I shall briefly explore those and then come back to why the problem itself is only half-baked.
    The cost of using AGI for doing white-collar work will need to be presumably a better ROI choice over human workers. If not, then an employer would be wiser to stick with humans rather than employing AGI. There seems to often be an unstated belief that AGI is necessarily going to be a less costly route than employing humans.
    We don’t know yet what the cost of using AGI will be.
    It could be highly expensive. Indeed, some are worried that the world will divide into the AGI haves and AGI have-nots, partially due to the exorbitant cost that AGI might involve. If AGI is free to use, well, that would seem to be the nail in the coffin related to using human workers for the same capacity. Another angle is that AGI is relatively inexpensive in comparison to human labor. In that case, the use of AGI is likely to win over human labor usage.
    But if the cost of AGI is nearer to the cost of human labor, or more so, then employers would rationally need to weigh the use of one versus the other.
    Note that when referring to the cost of human labor, there is more to that calculation than simply the dollar-hour labor rate per se. There are lots of other less apparent costs, such as the cost to manage human labor, the cost of dealing with HR-related issues, and many other factors that come into the weighty matter. Thus, an AGI versus human labor ROI will be more complex than it might seem at an initial glance. In addition, keep in mind that AGI would seemingly be readily switched on and off, and have other capacities that human labor would not equally tend to allow.
    The Other Half Is Coming Too
    Assume that by and large the advent of AGI will decimate the need for white-collar human labor. The refrain right now is that people should begin tilting toward blue-collar jobs as an alternative to white-collar jobs. This is a logical form of thinking in the sense that AGI as an intellectual mechanism would be unable to compete in jobs that involve hands-on work.
    A plumber needs to come to your house and do hands-on work to fix your plumbing. This is a physicality that entails arriving at your physical home, physically bringing and using tools, and physically repairing your faulty home plumbing. A truck driver likewise needs to sit in the cab of a truck and drive the vehicle. These are physically based tasks.
    There is no getting around the fact that these are hands-on activities.
    Aha, yes, those are physical tasks, but that doesn’t necessarily mean that only human hands can perform them. The gradual emergence of humanoid robots will provide an alternative to human hands. A humanoid robot is a type of robot that is built to resemble a human in form and function. You’ve undoubtedly seen those types of robots in the many online video recordings showing them walking, jumping, grasping at objects, and so on.
    A tremendous amount of active research and development is taking place to devise humanoid robots. They look comical right now. You watch those videos and laugh when the robot trips over a mere stick lying on the ground, something that a human would seldom trip over. You scoff when a robot tries to grasp a coffee cup and inadvertently spills most of the coffee. It all seems humorous and a silly pursuit.
    Keep in mind that we are all observing the development process while it is still taking place. At some point, those guffaws of the humanoid robots will lessen. Humanoid robots will be as smooth and graceful as humans. This will continue to be honed. Eventually, humanoid robots will be less prone to physical errors that humans make. In a sense, the physicality of a humanoid robot will be on par with humans, if not better, due to its mechanical properties.
    Do not discount the coming era of quite physically capable humanoid robots.
    AGI And Humanoid Robots Pair Up
    You might remember that in The Wonderful Wizard of Oz, the fictional character known as The Strawman lacked a brain.
    Without seeming to anthropomorphize humanoid robots, the current situation is that those robots typically use a form of AI that is below the sophistication level of modern generative AI. That’s fine for now due to the need to first ensure that the physical movements of the robots get refined.
    I have discussed that a said-to-be realm of Physical AI is going to be a huge breakthrough with incredible ramifications, see my analysis at the link here. The idea underlying Physical AI is that the AI of today is being uplifted by doing data training on the physical world. This also tends to include the use of World Models, consisting of broad constructions about how the physical world works, such as that we are bound to operate under conditions of gravity, and other physical laws of nature, see the link here.
    The bottom line here is that there will be a close pairing of robust AI with humanoid robots.
    Imagine what a humanoid robot can accomplish if it is paired with AGI.
    I’ll break the suspense and point out that AGI paired with humanoid robots means that those robots readily enter the blue-collar worker realm. Suppose your plumbing needs fixing. No worries, a humanoid robot that encompasses AGI will be sent to your home. The AGI is astute enough to carry on conversations with you, and the AGI also fully operates the robot to undertake the plumbing tasks.
    How did the AGI-paired humanoid robot get to your home?
    Easy-peasy, it drove a car or truck to get there.
    I’ve previously predicted that all the work on devising autonomous vehicles and self-driving cars will get shaken up once we have suitable humanoid robots devised. There won’t be a need for a vehicle to contain self-driving capabilities. A humanoid robot will simply sit in the driver’s seat and drive the vehicle. This is a much more open-ended solution than having to craft components that go into and onto a vehicle to enable self-driving. See my coverage at the link here.
    Timing Is Notable
    One of the reasons that many do not give much thought to the pairing of AGI with humanoid robots is that today’s humanoid robots seem extraordinarily rudimentary and incapable of performing physical dexterity tasks on par with human capabilities. Meanwhile, there is brazen talk that AGI is just around the corner.
    AGI is said to be within our grasp.
    Let’s give the timing considerations a bit of scrutiny.
    There are three primary timing angles:

    Option 1: AGI first, then humanoid robots. AGI is attained before humanoid robots are sufficiently devised.
    Option 2: Humanoid robots first, then AGI. Humanoid robots are physically fluently adept before AGI is attained.
    Option 3: AGI and humanoid robots arrive about at the same time. AGI is attained and at the same time, it turns out that humanoid robots are fluently adept too, mainly by coincidence and not due to any cross-mixing.

    A skeptic would insist that there is a fourth possibility, consisting of the possibility that we never achieve AGI and/or we fail to achieve sufficiently physically capable humanoid robots. I am going to reject that possibility. Perhaps I am overly optimistic, but it seems to me that we will eventually attain AGI, and we will eventually attain physically capable humanoid robots.
    I shall next respectively consider each of the three genuinely reasonable possibilities.
    Option 1: AGI First, Then Humanoid Robots
    What if we manage to attain AGI before we manage to achieve physically fluent humanoid robots?
    That’s just fine.
    We would indubitably put AGI to work as a partner with humans in figuring out how we can push along the budding humanoid robot development process. It seems nearly obvious that with AGI’s capable assistance, we would overcome any bottlenecks and soon enough arrive at top-notch physically adept humanoid robots.
    At that juncture, we would then toss AGI into the humanoid robots and have ourselves quite an amazing combination.
    Option 2: Humanoid Robots First, Then AGI
    Suppose that we devise very physically adept humanoid robots but have not yet arrived at AGI.
    Are we in a pickle?
    Nope.
    We could use conventional advanced AI inside those humanoid robots. The combination would certainly be good enough for a wide variety of tasks. The odds are that we would need to be cautious about where such robots are utilized. Nonetheless, we would have essentially walking, talking, and productive humanoid robots.
    If AGI never happens, oh well, we end up with pretty good humanoid robots. On the other hand, once we arrive at AGI, those humanoid robots will be stellar. It’s just a matter of time.
    Option 3: AGI And Humanoid Robots At The Same Time
    Let’s consider the potential of AGI and humanoid robots perchance being attained around the same time. Assume that this timing isn’t due to an outright cross-mixing with each other. They just so happen to advance on a similar timeline.
    I tend to believe that’s the most likely of the three scenarios.
    Here’s why.
    First, despite all the hubris about AGI being within earshot, perhaps in the next year or two, which is a popular pronouncement by many AI luminaries, I tend to side with recent surveys of AI developers that put the date around the year 2040. Some AI luminaires sneakily play with the definition of AGI in hopes of making their predictions come true sooner, akin to moving the goalposts to easily score points. For my coverage on Sam Altman’s efforts of moving the cheese regarding AGI attainment, see the link here.
    Second, if you are willing to entertain the year 2040 as a potential date for achieving AGI, that’s about 15 years from now. In my estimation, the advancements being made in humanoid robots will readily progress such that by 2040 they will be very physically adept. Probably be sooner, but let’s go with the year 2040 for ease of contemplation.
    In my view, we will likely have humanoid robots doing well enough that they will be put into use prior to arriving at AGI. The pinnacle of robust humanoid robots and the attainment of AGI will roughly coincide with each other.

    Two peas in a pod.Impact Of Enormous Consequences
    In an upcoming column posting, I will examine the enormous consequences of having AGI paired with fully physically capable humanoid robots. As noted above, this will have a humongous impact on white-collar work and blue-collar work. There will be gargantuan economic impacts, societal impacts, cultural impacts, and so on.
    Some final thoughts for now.
    A single whammy is already being hotly debated. The debates currently tend to be preoccupied with the loss of white-collar jobs due to the attainment of AGI. A saving grace seems to be that at least blue-collar jobs are going to be around and thriving, even once AGI is attained. The world doesn’t seem overly gloomy if you can cling to the upbeat posture that blue-collar tasks remain intact.
    The double whammy is a lot more to take in.
    But the double whammy is the truth. The truth needs to be faced. If you are having doubts as a human about the future, just remember the famous words of Vince Lombardi: “Winners never quit, and quitters never win.”
    Humankind can handle the double whammy.
    Stay tuned for my upcoming coverage of what this entails.
    #doublewhammy #when #agi #embeds #with
    Double-Whammy When AGI Embeds With Humanoid Robots And Occupies Both White-Collar And Blue-Collar Jobs
    AGI will be embedded into humanoid robots, which makes white-collar and blue-collar jobs a target ... More for walking/talking automation.getty In today’s column, I examine the highly worrisome qualms expressed that the advent of artificial general intelligenceis likely to usurp white-collar jobs. The stated concern is that since AGI will be on par with human intellect, any job that relies principally on intellectual pursuits such as typical white-collar work will be taken over via the use of AGI. Employers will realize that rather than dealing with human white-collar workers, they can more readily get the job done via AGI. This, in turn, has led to a rising call that people should aim toward blue-collar jobs, doing so becausethose forms of employment will not be undercut via AGI. Sorry to say, that misses the bigger picture, namely that AGI when combined with humanoid robots is coming not only for white-collar jobs but also blue-collar jobs too. It is a proverbial double-whammy when it comes to the attainment of AGI. Let’s talk about it. This analysis of an innovative AI breakthrough is part of my ongoing Forbes column coverage on the latest in AI, including identifying and explaining various impactful AI complexities. Heading Toward AGI And ASI First, some fundamentals are required to set the stage for this weighty discussion. There is a great deal of research going on to further advance AI. The general goal is to either reach artificial general intelligenceor maybe even the outstretched possibility of achieving artificial superintelligence. AGI is AI that is considered on par with human intellect and can seemingly match our intelligence. ASI is AI that has gone beyond human intellect and would be superior in many if not all feasible ways. The idea is that ASI would be able to run circles around humans by outthinking us at every turn. For more details on the nature of conventional AI versus AGI and ASI, see my analysis at the link here. We have not yet attained AGI. In fact, it is unknown as to whether we will reach AGI, or that maybe AGI will be achievable in decades or perhaps centuries from now. The AGI attainment dates that are floating around are wildly varying and wildly unsubstantiated by any credible evidence or ironclad logic. ASI is even more beyond the pale when it comes to where we are currently with conventional AI. AGI Problem Only Half Seen Before launching into the primary matter at hand in this discussion, let’s contemplate a famous quote attributed to Charles Kettering, a legendary inventor, who said, “A problem well-stated is a problem half-solved.” I bring this up because those loud clamors right now about the assumption that AGI will replace white-collar workers are only seeing half of the problem. The problem as they see it is that since AGI is intellectually on par with humans, and since white-collar workers mainly use intellect in their work endeavors, AGI is going to be used in place of humans for white-collar work. I will in a moment explain why that’s only half of the problem and there is a demonstrative need to more carefully and fully articulate the nature of the problem. Will AGI Axiomatically Take White-Collar Jobs On a related facet, the belief that AGI will axiomatically replace white-collar labor makes a number of other related key assumptions. I shall briefly explore those and then come back to why the problem itself is only half-baked. The cost of using AGI for doing white-collar work will need to be presumably a better ROI choice over human workers. If not, then an employer would be wiser to stick with humans rather than employing AGI. There seems to often be an unstated belief that AGI is necessarily going to be a less costly route than employing humans. We don’t know yet what the cost of using AGI will be. It could be highly expensive. Indeed, some are worried that the world will divide into the AGI haves and AGI have-nots, partially due to the exorbitant cost that AGI might involve. If AGI is free to use, well, that would seem to be the nail in the coffin related to using human workers for the same capacity. Another angle is that AGI is relatively inexpensive in comparison to human labor. In that case, the use of AGI is likely to win over human labor usage. But if the cost of AGI is nearer to the cost of human labor, or more so, then employers would rationally need to weigh the use of one versus the other. Note that when referring to the cost of human labor, there is more to that calculation than simply the dollar-hour labor rate per se. There are lots of other less apparent costs, such as the cost to manage human labor, the cost of dealing with HR-related issues, and many other factors that come into the weighty matter. Thus, an AGI versus human labor ROI will be more complex than it might seem at an initial glance. In addition, keep in mind that AGI would seemingly be readily switched on and off, and have other capacities that human labor would not equally tend to allow. The Other Half Is Coming Too Assume that by and large the advent of AGI will decimate the need for white-collar human labor. The refrain right now is that people should begin tilting toward blue-collar jobs as an alternative to white-collar jobs. This is a logical form of thinking in the sense that AGI as an intellectual mechanism would be unable to compete in jobs that involve hands-on work. A plumber needs to come to your house and do hands-on work to fix your plumbing. This is a physicality that entails arriving at your physical home, physically bringing and using tools, and physically repairing your faulty home plumbing. A truck driver likewise needs to sit in the cab of a truck and drive the vehicle. These are physically based tasks. There is no getting around the fact that these are hands-on activities. Aha, yes, those are physical tasks, but that doesn’t necessarily mean that only human hands can perform them. The gradual emergence of humanoid robots will provide an alternative to human hands. A humanoid robot is a type of robot that is built to resemble a human in form and function. You’ve undoubtedly seen those types of robots in the many online video recordings showing them walking, jumping, grasping at objects, and so on. A tremendous amount of active research and development is taking place to devise humanoid robots. They look comical right now. You watch those videos and laugh when the robot trips over a mere stick lying on the ground, something that a human would seldom trip over. You scoff when a robot tries to grasp a coffee cup and inadvertently spills most of the coffee. It all seems humorous and a silly pursuit. Keep in mind that we are all observing the development process while it is still taking place. At some point, those guffaws of the humanoid robots will lessen. Humanoid robots will be as smooth and graceful as humans. This will continue to be honed. Eventually, humanoid robots will be less prone to physical errors that humans make. In a sense, the physicality of a humanoid robot will be on par with humans, if not better, due to its mechanical properties. Do not discount the coming era of quite physically capable humanoid robots. AGI And Humanoid Robots Pair Up You might remember that in The Wonderful Wizard of Oz, the fictional character known as The Strawman lacked a brain. Without seeming to anthropomorphize humanoid robots, the current situation is that those robots typically use a form of AI that is below the sophistication level of modern generative AI. That’s fine for now due to the need to first ensure that the physical movements of the robots get refined. I have discussed that a said-to-be realm of Physical AI is going to be a huge breakthrough with incredible ramifications, see my analysis at the link here. The idea underlying Physical AI is that the AI of today is being uplifted by doing data training on the physical world. This also tends to include the use of World Models, consisting of broad constructions about how the physical world works, such as that we are bound to operate under conditions of gravity, and other physical laws of nature, see the link here. The bottom line here is that there will be a close pairing of robust AI with humanoid robots. Imagine what a humanoid robot can accomplish if it is paired with AGI. I’ll break the suspense and point out that AGI paired with humanoid robots means that those robots readily enter the blue-collar worker realm. Suppose your plumbing needs fixing. No worries, a humanoid robot that encompasses AGI will be sent to your home. The AGI is astute enough to carry on conversations with you, and the AGI also fully operates the robot to undertake the plumbing tasks. How did the AGI-paired humanoid robot get to your home? Easy-peasy, it drove a car or truck to get there. I’ve previously predicted that all the work on devising autonomous vehicles and self-driving cars will get shaken up once we have suitable humanoid robots devised. There won’t be a need for a vehicle to contain self-driving capabilities. A humanoid robot will simply sit in the driver’s seat and drive the vehicle. This is a much more open-ended solution than having to craft components that go into and onto a vehicle to enable self-driving. See my coverage at the link here. Timing Is Notable One of the reasons that many do not give much thought to the pairing of AGI with humanoid robots is that today’s humanoid robots seem extraordinarily rudimentary and incapable of performing physical dexterity tasks on par with human capabilities. Meanwhile, there is brazen talk that AGI is just around the corner. AGI is said to be within our grasp. Let’s give the timing considerations a bit of scrutiny. There are three primary timing angles: Option 1: AGI first, then humanoid robots. AGI is attained before humanoid robots are sufficiently devised. Option 2: Humanoid robots first, then AGI. Humanoid robots are physically fluently adept before AGI is attained. Option 3: AGI and humanoid robots arrive about at the same time. AGI is attained and at the same time, it turns out that humanoid robots are fluently adept too, mainly by coincidence and not due to any cross-mixing. A skeptic would insist that there is a fourth possibility, consisting of the possibility that we never achieve AGI and/or we fail to achieve sufficiently physically capable humanoid robots. I am going to reject that possibility. Perhaps I am overly optimistic, but it seems to me that we will eventually attain AGI, and we will eventually attain physically capable humanoid robots. I shall next respectively consider each of the three genuinely reasonable possibilities. Option 1: AGI First, Then Humanoid Robots What if we manage to attain AGI before we manage to achieve physically fluent humanoid robots? That’s just fine. We would indubitably put AGI to work as a partner with humans in figuring out how we can push along the budding humanoid robot development process. It seems nearly obvious that with AGI’s capable assistance, we would overcome any bottlenecks and soon enough arrive at top-notch physically adept humanoid robots. At that juncture, we would then toss AGI into the humanoid robots and have ourselves quite an amazing combination. Option 2: Humanoid Robots First, Then AGI Suppose that we devise very physically adept humanoid robots but have not yet arrived at AGI. Are we in a pickle? Nope. We could use conventional advanced AI inside those humanoid robots. The combination would certainly be good enough for a wide variety of tasks. The odds are that we would need to be cautious about where such robots are utilized. Nonetheless, we would have essentially walking, talking, and productive humanoid robots. If AGI never happens, oh well, we end up with pretty good humanoid robots. On the other hand, once we arrive at AGI, those humanoid robots will be stellar. It’s just a matter of time. Option 3: AGI And Humanoid Robots At The Same Time Let’s consider the potential of AGI and humanoid robots perchance being attained around the same time. Assume that this timing isn’t due to an outright cross-mixing with each other. They just so happen to advance on a similar timeline. I tend to believe that’s the most likely of the three scenarios. Here’s why. First, despite all the hubris about AGI being within earshot, perhaps in the next year or two, which is a popular pronouncement by many AI luminaries, I tend to side with recent surveys of AI developers that put the date around the year 2040. Some AI luminaires sneakily play with the definition of AGI in hopes of making their predictions come true sooner, akin to moving the goalposts to easily score points. For my coverage on Sam Altman’s efforts of moving the cheese regarding AGI attainment, see the link here. Second, if you are willing to entertain the year 2040 as a potential date for achieving AGI, that’s about 15 years from now. In my estimation, the advancements being made in humanoid robots will readily progress such that by 2040 they will be very physically adept. Probably be sooner, but let’s go with the year 2040 for ease of contemplation. In my view, we will likely have humanoid robots doing well enough that they will be put into use prior to arriving at AGI. The pinnacle of robust humanoid robots and the attainment of AGI will roughly coincide with each other. Two peas in a pod.Impact Of Enormous Consequences In an upcoming column posting, I will examine the enormous consequences of having AGI paired with fully physically capable humanoid robots. As noted above, this will have a humongous impact on white-collar work and blue-collar work. There will be gargantuan economic impacts, societal impacts, cultural impacts, and so on. Some final thoughts for now. A single whammy is already being hotly debated. The debates currently tend to be preoccupied with the loss of white-collar jobs due to the attainment of AGI. A saving grace seems to be that at least blue-collar jobs are going to be around and thriving, even once AGI is attained. The world doesn’t seem overly gloomy if you can cling to the upbeat posture that blue-collar tasks remain intact. The double whammy is a lot more to take in. But the double whammy is the truth. The truth needs to be faced. If you are having doubts as a human about the future, just remember the famous words of Vince Lombardi: “Winners never quit, and quitters never win.” Humankind can handle the double whammy. Stay tuned for my upcoming coverage of what this entails. #doublewhammy #when #agi #embeds #with
    WWW.FORBES.COM
    Double-Whammy When AGI Embeds With Humanoid Robots And Occupies Both White-Collar And Blue-Collar Jobs
    AGI will be embedded into humanoid robots, which makes white-collar and blue-collar jobs a target ... More for walking/talking automation.getty In today’s column, I examine the highly worrisome qualms expressed that the advent of artificial general intelligence (AGI) is likely to usurp white-collar jobs. The stated concern is that since AGI will be on par with human intellect, any job that relies principally on intellectual pursuits such as typical white-collar work will be taken over via the use of AGI. Employers will realize that rather than dealing with human white-collar workers, they can more readily get the job done via AGI. This, in turn, has led to a rising call that people should aim toward blue-collar jobs, doing so because (presumably) those forms of employment will not be undercut via AGI. Sorry to say, that misses the bigger picture, namely that AGI when combined with humanoid robots is coming not only for white-collar jobs but also blue-collar jobs too. It is a proverbial double-whammy when it comes to the attainment of AGI. Let’s talk about it. This analysis of an innovative AI breakthrough is part of my ongoing Forbes column coverage on the latest in AI, including identifying and explaining various impactful AI complexities (see the link here). Heading Toward AGI And ASI First, some fundamentals are required to set the stage for this weighty discussion. There is a great deal of research going on to further advance AI. The general goal is to either reach artificial general intelligence (AGI) or maybe even the outstretched possibility of achieving artificial superintelligence (ASI). AGI is AI that is considered on par with human intellect and can seemingly match our intelligence. ASI is AI that has gone beyond human intellect and would be superior in many if not all feasible ways. The idea is that ASI would be able to run circles around humans by outthinking us at every turn. For more details on the nature of conventional AI versus AGI and ASI, see my analysis at the link here. We have not yet attained AGI. In fact, it is unknown as to whether we will reach AGI, or that maybe AGI will be achievable in decades or perhaps centuries from now. The AGI attainment dates that are floating around are wildly varying and wildly unsubstantiated by any credible evidence or ironclad logic. ASI is even more beyond the pale when it comes to where we are currently with conventional AI. AGI Problem Only Half Seen Before launching into the primary matter at hand in this discussion, let’s contemplate a famous quote attributed to Charles Kettering, a legendary inventor, who said, “A problem well-stated is a problem half-solved.” I bring this up because those loud clamors right now about the assumption that AGI will replace white-collar workers are only seeing half of the problem. The problem as they see it is that since AGI is intellectually on par with humans, and since white-collar workers mainly use intellect in their work endeavors, AGI is going to be used in place of humans for white-collar work. I will in a moment explain why that’s only half of the problem and there is a demonstrative need to more carefully and fully articulate the nature of the problem. Will AGI Axiomatically Take White-Collar Jobs On a related facet, the belief that AGI will axiomatically replace white-collar labor makes a number of other related key assumptions. I shall briefly explore those and then come back to why the problem itself is only half-baked. The cost of using AGI for doing white-collar work will need to be presumably a better ROI choice over human workers. If not, then an employer would be wiser to stick with humans rather than employing AGI. There seems to often be an unstated belief that AGI is necessarily going to be a less costly route than employing humans. We don’t know yet what the cost of using AGI will be. It could be highly expensive. Indeed, some are worried that the world will divide into the AGI haves and AGI have-nots, partially due to the exorbitant cost that AGI might involve. If AGI is free to use, well, that would seem to be the nail in the coffin related to using human workers for the same capacity. Another angle is that AGI is relatively inexpensive in comparison to human labor. In that case, the use of AGI is likely to win over human labor usage. But if the cost of AGI is nearer to the cost of human labor (all in), or more so, then employers would rationally need to weigh the use of one versus the other. Note that when referring to the cost of human labor, there is more to that calculation than simply the dollar-hour labor rate per se. There are lots of other less apparent costs, such as the cost to manage human labor, the cost of dealing with HR-related issues, and many other factors that come into the weighty matter. Thus, an AGI versus human labor ROI will be more complex than it might seem at an initial glance. In addition, keep in mind that AGI would seemingly be readily switched on and off, and have other capacities that human labor would not equally tend to allow. The Other Half Is Coming Too Assume that by and large the advent of AGI will decimate the need for white-collar human labor. The refrain right now is that people should begin tilting toward blue-collar jobs as an alternative to white-collar jobs. This is a logical form of thinking in the sense that AGI as an intellectual mechanism would be unable to compete in jobs that involve hands-on work. A plumber needs to come to your house and do hands-on work to fix your plumbing. This is a physicality that entails arriving at your physical home, physically bringing and using tools, and physically repairing your faulty home plumbing. A truck driver likewise needs to sit in the cab of a truck and drive the vehicle. These are physically based tasks. There is no getting around the fact that these are hands-on activities. Aha, yes, those are physical tasks, but that doesn’t necessarily mean that only human hands can perform them. The gradual emergence of humanoid robots will provide an alternative to human hands. A humanoid robot is a type of robot that is built to resemble a human in form and function. You’ve undoubtedly seen those types of robots in the many online video recordings showing them walking, jumping, grasping at objects, and so on. A tremendous amount of active research and development is taking place to devise humanoid robots. They look comical right now. You watch those videos and laugh when the robot trips over a mere stick lying on the ground, something that a human would seldom trip over. You scoff when a robot tries to grasp a coffee cup and inadvertently spills most of the coffee. It all seems humorous and a silly pursuit. Keep in mind that we are all observing the development process while it is still taking place. At some point, those guffaws of the humanoid robots will lessen. Humanoid robots will be as smooth and graceful as humans. This will continue to be honed. Eventually, humanoid robots will be less prone to physical errors that humans make. In a sense, the physicality of a humanoid robot will be on par with humans, if not better, due to its mechanical properties. Do not discount the coming era of quite physically capable humanoid robots. AGI And Humanoid Robots Pair Up You might remember that in The Wonderful Wizard of Oz, the fictional character known as The Strawman lacked a brain. Without seeming to anthropomorphize humanoid robots, the current situation is that those robots typically use a form of AI that is below the sophistication level of modern generative AI. That’s fine for now due to the need to first ensure that the physical movements of the robots get refined. I have discussed that a said-to-be realm of Physical AI is going to be a huge breakthrough with incredible ramifications, see my analysis at the link here. The idea underlying Physical AI is that the AI of today is being uplifted by doing data training on the physical world. This also tends to include the use of World Models, consisting of broad constructions about how the physical world works, such as that we are bound to operate under conditions of gravity, and other physical laws of nature, see the link here. The bottom line here is that there will be a close pairing of robust AI with humanoid robots. Imagine what a humanoid robot can accomplish if it is paired with AGI. I’ll break the suspense and point out that AGI paired with humanoid robots means that those robots readily enter the blue-collar worker realm. Suppose your plumbing needs fixing. No worries, a humanoid robot that encompasses AGI will be sent to your home. The AGI is astute enough to carry on conversations with you, and the AGI also fully operates the robot to undertake the plumbing tasks. How did the AGI-paired humanoid robot get to your home? Easy-peasy, it drove a car or truck to get there. I’ve previously predicted that all the work on devising autonomous vehicles and self-driving cars will get shaken up once we have suitable humanoid robots devised. There won’t be a need for a vehicle to contain self-driving capabilities. A humanoid robot will simply sit in the driver’s seat and drive the vehicle. This is a much more open-ended solution than having to craft components that go into and onto a vehicle to enable self-driving. See my coverage at the link here. Timing Is Notable One of the reasons that many do not give much thought to the pairing of AGI with humanoid robots is that today’s humanoid robots seem extraordinarily rudimentary and incapable of performing physical dexterity tasks on par with human capabilities. Meanwhile, there is brazen talk that AGI is just around the corner. AGI is said to be within our grasp. Let’s give the timing considerations a bit of scrutiny. There are three primary timing angles: Option 1: AGI first, then humanoid robots. AGI is attained before humanoid robots are sufficiently devised. Option 2: Humanoid robots first, then AGI. Humanoid robots are physically fluently adept before AGI is attained. Option 3: AGI and humanoid robots arrive about at the same time. AGI is attained and at the same time, it turns out that humanoid robots are fluently adept too, mainly by coincidence and not due to any cross-mixing. A skeptic would insist that there is a fourth possibility, consisting of the possibility that we never achieve AGI and/or we fail to achieve sufficiently physically capable humanoid robots. I am going to reject that possibility. Perhaps I am overly optimistic, but it seems to me that we will eventually attain AGI, and we will eventually attain physically capable humanoid robots. I shall next respectively consider each of the three genuinely reasonable possibilities. Option 1: AGI First, Then Humanoid Robots What if we manage to attain AGI before we manage to achieve physically fluent humanoid robots? That’s just fine. We would indubitably put AGI to work as a partner with humans in figuring out how we can push along the budding humanoid robot development process. It seems nearly obvious that with AGI’s capable assistance, we would overcome any bottlenecks and soon enough arrive at top-notch physically adept humanoid robots. At that juncture, we would then toss AGI into the humanoid robots and have ourselves quite an amazing combination. Option 2: Humanoid Robots First, Then AGI Suppose that we devise very physically adept humanoid robots but have not yet arrived at AGI. Are we in a pickle? Nope. We could use conventional advanced AI inside those humanoid robots. The combination would certainly be good enough for a wide variety of tasks. The odds are that we would need to be cautious about where such robots are utilized. Nonetheless, we would have essentially walking, talking, and productive humanoid robots. If AGI never happens, oh well, we end up with pretty good humanoid robots. On the other hand, once we arrive at AGI, those humanoid robots will be stellar. It’s just a matter of time. Option 3: AGI And Humanoid Robots At The Same Time Let’s consider the potential of AGI and humanoid robots perchance being attained around the same time. Assume that this timing isn’t due to an outright cross-mixing with each other. They just so happen to advance on a similar timeline. I tend to believe that’s the most likely of the three scenarios. Here’s why. First, despite all the hubris about AGI being within earshot, perhaps in the next year or two, which is a popular pronouncement by many AI luminaries, I tend to side with recent surveys of AI developers that put the date around the year 2040 (see my coverage at the link here). Some AI luminaires sneakily play with the definition of AGI in hopes of making their predictions come true sooner, akin to moving the goalposts to easily score points. For my coverage on Sam Altman’s efforts of moving the cheese regarding AGI attainment, see the link here. Second, if you are willing to entertain the year 2040 as a potential date for achieving AGI, that’s about 15 years from now. In my estimation, the advancements being made in humanoid robots will readily progress such that by 2040 they will be very physically adept. Probably be sooner, but let’s go with the year 2040 for ease of contemplation. In my view, we will likely have humanoid robots doing well enough that they will be put into use prior to arriving at AGI. The pinnacle of robust humanoid robots and the attainment of AGI will roughly coincide with each other. Two peas in a pod.Impact Of Enormous Consequences In an upcoming column posting, I will examine the enormous consequences of having AGI paired with fully physically capable humanoid robots. As noted above, this will have a humongous impact on white-collar work and blue-collar work. There will be gargantuan economic impacts, societal impacts, cultural impacts, and so on. Some final thoughts for now. A single whammy is already being hotly debated. The debates currently tend to be preoccupied with the loss of white-collar jobs due to the attainment of AGI. A saving grace seems to be that at least blue-collar jobs are going to be around and thriving, even once AGI is attained. The world doesn’t seem overly gloomy if you can cling to the upbeat posture that blue-collar tasks remain intact. The double whammy is a lot more to take in. But the double whammy is the truth. The truth needs to be faced. If you are having doubts as a human about the future, just remember the famous words of Vince Lombardi: “Winners never quit, and quitters never win.” Humankind can handle the double whammy. Stay tuned for my upcoming coverage of what this entails.
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  • Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more

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    Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more

    David Uzondu

    Neowin
    ·

    Jun 5, 2025 05:12 EDT

    Raspberry Pi Imager 1.9.4 is now out, marking the first official release in its 1.9.x series. This application, for anyone new to it, is a tool from the Raspberry Pi Foundation. It first came out in March 2020. Its main job is to make getting an operating system onto a microSD card or USB drive for any Raspberry Pi computer super simple, even if you hate the command line. It handles downloading selected OS images and writing them correctly, cutting out several manual steps that used to trip people up, like finding the right image version or using complicated disk utility tools.
    This version brings solid user interface improvements for a smoother experience, involving internal tweaks that contribute to a more polished feel. Much work went into global accessibility, adding new Korean and Georgian translations. Updates also cover Chinese, German, Spanish, Italian, and many others. Naturally, a good number of bugs got squashed, including a fix for tricky long filename issues on Windows and an issue with the Escape key in the options popup.
    Changes specific to operating systems are also clear. Windows users get an installer using Inno Setup. Its program files, installer, and uninstaller are now signed for better Windows security. For macOS, .app file naming in .dmg packages is fixed, and building the software is more reliable. Linux users can now hide system drives from the destination list, a great way to prevent accidentally wiping your main computer drives. The Linux AppImage also disables Wayland support by default.

    The full list of changes is outlined below:

    Fixed minor errors in Simplified Chinese translation
    Updated translations for German, Catalan, Spanish, Slovak, Portuguese, Hebrew, Traditional Chinese, Italian, Korean, and Georgian
    Explicitly added --tree to lsblk to hide partitions from the top-level output
    CMake now displays the version as v1.9.1
    Added support for quiet uninstallation on Windows
    Applied regex to match SSH public keys during OS customization
    Updated dependencies:

    libarchivezlibcURLnghttp2zstdxz/liblzmaWindows-specific updates:

    Switched to Inno Setup for the installer
    Added code signing for binaries, installer, and uninstaller
    Enabled administrator privileges and NSIS removal support
    Fixed a bug causing incorrect saving of long filenames

    macOS-specific updates:

    Fixed .app naming in .dmg packages
    Improved build reliability and copyright

    Linux-specific updates:

    System drives are now hidden in destination popup
    Wayland support disabled in AppImage

    General UI/UX improvements:

    Fixed OptionsPopup not handling the Esc key
    Improved QML code structure, accessibility, and linting
    Made options popup modal
    Split main UI into component files
    Added a Style singleton and ImCloseButton component

    Internationalization:

    Made "Recommended" OS string translatable
    Made "gigabytes" translatable

    Packaging improvements:

    Custom AppImage build script with Qt detection
    Custom Qt build script with unprivileged mode
    Qt 6.9.0 included
    Dependencies migrated to FetchContent system

    Build system:

    CMake version bumped to 3.22
    Various improvements and hardening applied

    Removed "Show password" checkbox in OS customization settings
    Reverted unneeded changes in long filename size calculation
    Internal refactoring and performance improvements in download and extract operations
    Added support for more archive formats via libarchive

    Lastly, it's worth noting that the system requirements have changed since version 1.9.0: macOS users will need version 11 or later; Windows users, Windows 10 or newer; Ubuntu users, version 22.04 or newer; and Debian users, Bookworm or later.

    Tags

    Report a problem with article

    Follow @NeowinFeed
    #raspberry #imager #released #bringing #performance
    Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more
    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more David Uzondu Neowin · Jun 5, 2025 05:12 EDT Raspberry Pi Imager 1.9.4 is now out, marking the first official release in its 1.9.x series. This application, for anyone new to it, is a tool from the Raspberry Pi Foundation. It first came out in March 2020. Its main job is to make getting an operating system onto a microSD card or USB drive for any Raspberry Pi computer super simple, even if you hate the command line. It handles downloading selected OS images and writing them correctly, cutting out several manual steps that used to trip people up, like finding the right image version or using complicated disk utility tools. This version brings solid user interface improvements for a smoother experience, involving internal tweaks that contribute to a more polished feel. Much work went into global accessibility, adding new Korean and Georgian translations. Updates also cover Chinese, German, Spanish, Italian, and many others. Naturally, a good number of bugs got squashed, including a fix for tricky long filename issues on Windows and an issue with the Escape key in the options popup. Changes specific to operating systems are also clear. Windows users get an installer using Inno Setup. Its program files, installer, and uninstaller are now signed for better Windows security. For macOS, .app file naming in .dmg packages is fixed, and building the software is more reliable. Linux users can now hide system drives from the destination list, a great way to prevent accidentally wiping your main computer drives. The Linux AppImage also disables Wayland support by default. The full list of changes is outlined below: Fixed minor errors in Simplified Chinese translation Updated translations for German, Catalan, Spanish, Slovak, Portuguese, Hebrew, Traditional Chinese, Italian, Korean, and Georgian Explicitly added --tree to lsblk to hide partitions from the top-level output CMake now displays the version as v1.9.1 Added support for quiet uninstallation on Windows Applied regex to match SSH public keys during OS customization Updated dependencies: libarchivezlibcURLnghttp2zstdxz/liblzmaWindows-specific updates: Switched to Inno Setup for the installer Added code signing for binaries, installer, and uninstaller Enabled administrator privileges and NSIS removal support Fixed a bug causing incorrect saving of long filenames macOS-specific updates: Fixed .app naming in .dmg packages Improved build reliability and copyright Linux-specific updates: System drives are now hidden in destination popup Wayland support disabled in AppImage General UI/UX improvements: Fixed OptionsPopup not handling the Esc key Improved QML code structure, accessibility, and linting Made options popup modal Split main UI into component files Added a Style singleton and ImCloseButton component Internationalization: Made "Recommended" OS string translatable Made "gigabytes" translatable Packaging improvements: Custom AppImage build script with Qt detection Custom Qt build script with unprivileged mode Qt 6.9.0 included Dependencies migrated to FetchContent system Build system: CMake version bumped to 3.22 Various improvements and hardening applied Removed "Show password" checkbox in OS customization settings Reverted unneeded changes in long filename size calculation Internal refactoring and performance improvements in download and extract operations Added support for more archive formats via libarchive Lastly, it's worth noting that the system requirements have changed since version 1.9.0: macOS users will need version 11 or later; Windows users, Windows 10 or newer; Ubuntu users, version 22.04 or newer; and Debian users, Bookworm or later. Tags Report a problem with article Follow @NeowinFeed #raspberry #imager #released #bringing #performance
    WWW.NEOWIN.NET
    Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more
    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more David Uzondu Neowin · Jun 5, 2025 05:12 EDT Raspberry Pi Imager 1.9.4 is now out, marking the first official release in its 1.9.x series. This application, for anyone new to it, is a tool from the Raspberry Pi Foundation. It first came out in March 2020. Its main job is to make getting an operating system onto a microSD card or USB drive for any Raspberry Pi computer super simple, even if you hate the command line. It handles downloading selected OS images and writing them correctly, cutting out several manual steps that used to trip people up, like finding the right image version or using complicated disk utility tools. This version brings solid user interface improvements for a smoother experience, involving internal tweaks that contribute to a more polished feel. Much work went into global accessibility, adding new Korean and Georgian translations. Updates also cover Chinese, German, Spanish, Italian, and many others. Naturally, a good number of bugs got squashed, including a fix for tricky long filename issues on Windows and an issue with the Escape key in the options popup. Changes specific to operating systems are also clear. Windows users get an installer using Inno Setup. Its program files, installer, and uninstaller are now signed for better Windows security. For macOS, .app file naming in .dmg packages is fixed, and building the software is more reliable. Linux users can now hide system drives from the destination list, a great way to prevent accidentally wiping your main computer drives. The Linux AppImage also disables Wayland support by default. The full list of changes is outlined below: Fixed minor errors in Simplified Chinese translation Updated translations for German, Catalan, Spanish, Slovak, Portuguese, Hebrew, Traditional Chinese, Italian, Korean, and Georgian Explicitly added --tree to lsblk to hide partitions from the top-level output CMake now displays the version as v1.9.1 Added support for quiet uninstallation on Windows Applied regex to match SSH public keys during OS customization Updated dependencies: libarchive (3.7.4 → 3.7.7 → 3.8.0) zlib (removed preconfigured header → updated to 1.4.1.1) cURL (8.8 → 8.11.0 → 8.13.0) nghttp2 (updated to 1.65.0) zstd (updated to 1.5.7) xz/liblzma (updated to 5.8.1) Windows-specific updates: Switched to Inno Setup for the installer Added code signing for binaries, installer, and uninstaller Enabled administrator privileges and NSIS removal support Fixed a bug causing incorrect saving of long filenames macOS-specific updates: Fixed .app naming in .dmg packages Improved build reliability and copyright Linux-specific updates: System drives are now hidden in destination popup Wayland support disabled in AppImage General UI/UX improvements: Fixed OptionsPopup not handling the Esc key Improved QML code structure, accessibility, and linting Made options popup modal Split main UI into component files Added a Style singleton and ImCloseButton component Internationalization (i18n): Made "Recommended" OS string translatable Made "gigabytes" translatable Packaging improvements: Custom AppImage build script with Qt detection Custom Qt build script with unprivileged mode Qt 6.9.0 included Dependencies migrated to FetchContent system Build system: CMake version bumped to 3.22 Various improvements and hardening applied Removed "Show password" checkbox in OS customization settings Reverted unneeded changes in long filename size calculation Internal refactoring and performance improvements in download and extract operations Added support for more archive formats via libarchive Lastly, it's worth noting that the system requirements have changed since version 1.9.0: macOS users will need version 11 or later; Windows users, Windows 10 or newer; Ubuntu users, version 22.04 or newer; and Debian users, Bookworm or later. Tags Report a problem with article Follow @NeowinFeed
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  • Nioh 3 officially revealed - and it's not a PlayStation exclusive, even if there's a demo you can only play on PS5

    Nioh 3 Cometh

    Nioh 3 officially revealed - and it's not a PlayStation exclusive, even if there's a demo you can only play on PS5
    Out of nowhere, Team Ninja took the Sony State of Play showcase by storm to deliver more than just the reveal of Nioh 3.

    Image credit: Team Ninja, Koei Tecmo.

    News

    by Sherif Saed
    Contributing Editor

    Published on June 5, 2025

    As part of the PlayStation State of Play, we got treated to the surprise reveal of the next game in the Nioh action RPG series. It’s simply titled Nioh 3, and it’s going to be changing so much of what we know about Nioh.
    Nioh 2 is set for release in early 2026.

    To see this content please enable targeting cookies.

    First, the game is not a timed PlayStation-exclusive, which is great to see. It will be available on PC and PS5 simultaneously when it arrives next year. The even more surprising news is that there’s a demo available right now, though sadly only on PS5.
    This is the alpha demo, which implies there’s going to be at least one more demo - beta - prior to launch, if Team Ninja’s history with Nioh is anything to go by. The demo is available only until Wednesday, June 18
    Nioh 3 takes place in Japan’s Sengoku period, and stars a new protagonist; a young warriorset to be the next Shogun. Obviously Yokai are in the mix here right alongside human enemies.
    Nioh 3 is described as an “open field” game, which is a major change for the series. It’s interesting that Team Ninja didn’t call it outright open world, though perhaps the negative criticisms Rise of the Ronin drew for its open-world structure may have had a hand in that.
    Regardless, gameplay areas look to be more open than past Nioh games, even if the trailer doesn’t show much of that.

    Watch on YouTube
    Perhaps the most interesting detail was made in this PlayStation Blog post, where Nioh 3 general producer Fumihiko Yasuda revealed that combat has two main styles: Samurai, and Ninja.
    Both styles can be switched between on the fly. The Samurai style is described as the most similar to other Nioh games, though stances weren’t mentioned in the breakdown. The Samurai style also comes with new additions, so it’s not entirely similar.The post mentions Arts Proficiency, which boosts the power of martial arts - an area that’s typically been neglected in Nioh games. There’s also Deflect, which is effectively a parry system.
    Then there’s the Ninja style, which has faster movements, and unlocks a host of aerial actions. This is where the Ninjitsu techniques now sit, and some of the abilities discussed include leaving behind a clone after attacking.
    Nioh 3 looks to be a big step forward for the series, so we’ll have to wait until we get our hands on it to find out whether Team Ninja has been successful at evolving its formula this time around.
    #nioh #officially #revealed #it039s #not
    Nioh 3 officially revealed - and it's not a PlayStation exclusive, even if there's a demo you can only play on PS5
    Nioh 3 Cometh Nioh 3 officially revealed - and it's not a PlayStation exclusive, even if there's a demo you can only play on PS5 Out of nowhere, Team Ninja took the Sony State of Play showcase by storm to deliver more than just the reveal of Nioh 3. Image credit: Team Ninja, Koei Tecmo. News by Sherif Saed Contributing Editor Published on June 5, 2025 As part of the PlayStation State of Play, we got treated to the surprise reveal of the next game in the Nioh action RPG series. It’s simply titled Nioh 3, and it’s going to be changing so much of what we know about Nioh. Nioh 2 is set for release in early 2026. To see this content please enable targeting cookies. First, the game is not a timed PlayStation-exclusive, which is great to see. It will be available on PC and PS5 simultaneously when it arrives next year. The even more surprising news is that there’s a demo available right now, though sadly only on PS5. This is the alpha demo, which implies there’s going to be at least one more demo - beta - prior to launch, if Team Ninja’s history with Nioh is anything to go by. The demo is available only until Wednesday, June 18 Nioh 3 takes place in Japan’s Sengoku period, and stars a new protagonist; a young warriorset to be the next Shogun. Obviously Yokai are in the mix here right alongside human enemies. Nioh 3 is described as an “open field” game, which is a major change for the series. It’s interesting that Team Ninja didn’t call it outright open world, though perhaps the negative criticisms Rise of the Ronin drew for its open-world structure may have had a hand in that. Regardless, gameplay areas look to be more open than past Nioh games, even if the trailer doesn’t show much of that. Watch on YouTube Perhaps the most interesting detail was made in this PlayStation Blog post, where Nioh 3 general producer Fumihiko Yasuda revealed that combat has two main styles: Samurai, and Ninja. Both styles can be switched between on the fly. The Samurai style is described as the most similar to other Nioh games, though stances weren’t mentioned in the breakdown. The Samurai style also comes with new additions, so it’s not entirely similar.The post mentions Arts Proficiency, which boosts the power of martial arts - an area that’s typically been neglected in Nioh games. There’s also Deflect, which is effectively a parry system. Then there’s the Ninja style, which has faster movements, and unlocks a host of aerial actions. This is where the Ninjitsu techniques now sit, and some of the abilities discussed include leaving behind a clone after attacking. Nioh 3 looks to be a big step forward for the series, so we’ll have to wait until we get our hands on it to find out whether Team Ninja has been successful at evolving its formula this time around. #nioh #officially #revealed #it039s #not
    WWW.VG247.COM
    Nioh 3 officially revealed - and it's not a PlayStation exclusive, even if there's a demo you can only play on PS5
    Nioh 3 Cometh Nioh 3 officially revealed - and it's not a PlayStation exclusive, even if there's a demo you can only play on PS5 Out of nowhere, Team Ninja took the Sony State of Play showcase by storm to deliver more than just the reveal of Nioh 3. Image credit: Team Ninja, Koei Tecmo. News by Sherif Saed Contributing Editor Published on June 5, 2025 As part of the PlayStation State of Play, we got treated to the surprise reveal of the next game in the Nioh action RPG series. It’s simply titled Nioh 3, and it’s going to be changing so much of what we know about Nioh. Nioh 2 is set for release in early 2026. To see this content please enable targeting cookies. First, the game is not a timed PlayStation-exclusive, which is great to see (and a first for Nioh). It will be available on PC and PS5 simultaneously when it arrives next year. The even more surprising news is that there’s a demo available right now, though sadly only on PS5. This is the alpha demo, which implies there’s going to be at least one more demo - beta - prior to launch, if Team Ninja’s history with Nioh is anything to go by. The demo is available only until Wednesday, June 18 Nioh 3 takes place in Japan’s Sengoku period, and stars a new protagonist; a young warrior (Tokugawa) set to be the next Shogun. Obviously Yokai are in the mix here right alongside human enemies. Nioh 3 is described as an “open field” game, which is a major change for the series. It’s interesting that Team Ninja didn’t call it outright open world, though perhaps the negative criticisms Rise of the Ronin drew for its open-world structure may have had a hand in that. Regardless, gameplay areas look to be more open than past Nioh games, even if the trailer doesn’t show much of that. Watch on YouTube Perhaps the most interesting detail was made in this PlayStation Blog post, where Nioh 3 general producer Fumihiko Yasuda revealed that combat has two main styles: Samurai, and Ninja. Both styles can be switched between on the fly. The Samurai style is described as the most similar to other Nioh games, though stances weren’t mentioned in the breakdown. The Samurai style also comes with new additions, so it’s not entirely similar.The post mentions Arts Proficiency, which boosts the power of martial arts - an area that’s typically been neglected in Nioh games. There’s also Deflect, which is effectively a parry system. Then there’s the Ninja style, which has faster movements, and unlocks a host of aerial actions. This is where the Ninjitsu techniques now sit, and some of the abilities discussed include leaving behind a clone after attacking. Nioh 3 looks to be a big step forward for the series, so we’ll have to wait until we get our hands on it to find out whether Team Ninja has been successful at evolving its formula this time around.
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  • MARVEL Tōkon: Fighting Souls launches 2026 on PS5, Steam and Epic

    PlayStation Studios, Arc System Works, and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition.

    Play Video

    “From the beginning, we aimed to make MARVEL Tōkon: Fighting Souls a title that could be enjoyed by a wide variety of players,” explains Game Director and Lead Battle Designer, Kazuto Sekine. ”Generally, a team VS fighting game requires the player to learn multiple characters, but for MARVEL Tōkon: Fighting Souls, you only need to master one character in order to play the game. We have designed the mechanics in such a way that you can perform a variety of actions with either traditional fighting game inputs or simple inputs. With the press of a few buttons, multiple characters can appear on screen to provide backup or attack together – creating a new and exciting team VS battle experience.”

    “Since day one, our long-time and trusted collaborators at PlayStation and the team at Arc System Works have poured incredible amounts of talent and passion into reimagining the Marvel Universe in a way that only they can,” said Michael Francisco, Senior Product Development Manager, Marvel Games. “MARVEL Tōkon: Fighting Souls demonstrates that they are absolute masters of their craft and are true Marvel fans at heart. Players are in for a wild ride.”

    Characters

    Enter the fray with iconic Marvel heroes and villains such as Captain America, Iron Man, Spider-Man, Doctor Doom, Storm, Ms. Marvel, Star-Lord, and Ghost Rider– each with Arc’s unique twist on their character designs and gameplay styles.

    Arc Producer, Takeshi Yamanaka, states, “There are so many amazing Marvel characters that it was quite a struggle to choose our roster, but we did have some criteria for the selection process. First and foremost, we wanted to include characters who we feel to be the ‘face’ of Marvel. At the same time, we also needed to select characters that would give us a balance of battle types and styles. Lastly, we wanted to sprinkle in a few surprises and leave room for characters who have never been playable in a fighting game before.”

    Yamanaka-san continues, “Early on in the project, we experimented with a shader to recreate a more western comic-book visual style, but the Marvel team expressed a desire for us to lean into something more Arc-like. It was then that we switched our approach to the game’s visuals and began to lean more into the Japanimation style Arc is known for.”

    Gameplay mechanics

    From short-ranged jabs to the cinematic Ultimate Skills, each character features a bespoke set of Normal, Special, and Unique attacks inspired by their abilities and powers in Marvel lore. Arc have gone to great lengths to ensure that gameplay style, movement, and feel of these legendary characters is fresh, new, and wholly unique to MARVEL Tōkon: Fighting Souls.

    But it’s not just the individual gameplay of the characters that has been enhanced; significant dedication has gone into reimagining and redefining what it means to be a tag team fighter.

    “Team VS fighting games have a long tradition of 2v2 or 3v3 team formats, so this is something we discussed in-depth within the development team. We went back and forth many times, from thinking we might be better off making a 1v1 game or sticking to the established 3v3 format.”

    Sekine-san continues, “At its core, we felt that the appeal of team VS fighting games is the intensity of battles with multiple characters on screen at once. Additionally, one of the appeals of Marvel comics is seeing the vast cast of characters coming together to create all kinds of unique team-ups.”

    “With these two ideas in mind, we concluded that creating a 4v4 team VS system would be the best way to not only create those over-the-top moments, but to further evolve the tag fighting genre.”

    Stages

    The stages come to life in MARVEL Tōkon: Fighting Souls, filled with easter eggs for eagle-eyed fans to find. Most stages also feature multiple areas. These transitions between areas are not just action-packed and stunning to witness, but they also play a strategic role. Check out the screenshots from Marvel’s New York City to see what you can find. 

    More to come

    Today’s announcement is just the beginning of our journey. From characters and stages to gameplay modes and the online experience. There’s so much more we can’t wait to share with you!
    #marvel #tōkon #fighting #souls #launches
    MARVEL Tōkon: Fighting Souls launches 2026 on PS5, Steam and Epic
    PlayStation Studios, Arc System Works, and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition. Play Video “From the beginning, we aimed to make MARVEL Tōkon: Fighting Souls a title that could be enjoyed by a wide variety of players,” explains Game Director and Lead Battle Designer, Kazuto Sekine. ”Generally, a team VS fighting game requires the player to learn multiple characters, but for MARVEL Tōkon: Fighting Souls, you only need to master one character in order to play the game. We have designed the mechanics in such a way that you can perform a variety of actions with either traditional fighting game inputs or simple inputs. With the press of a few buttons, multiple characters can appear on screen to provide backup or attack together – creating a new and exciting team VS battle experience.” “Since day one, our long-time and trusted collaborators at PlayStation and the team at Arc System Works have poured incredible amounts of talent and passion into reimagining the Marvel Universe in a way that only they can,” said Michael Francisco, Senior Product Development Manager, Marvel Games. “MARVEL Tōkon: Fighting Souls demonstrates that they are absolute masters of their craft and are true Marvel fans at heart. Players are in for a wild ride.” Characters Enter the fray with iconic Marvel heroes and villains such as Captain America, Iron Man, Spider-Man, Doctor Doom, Storm, Ms. Marvel, Star-Lord, and Ghost Rider– each with Arc’s unique twist on their character designs and gameplay styles. Arc Producer, Takeshi Yamanaka, states, “There are so many amazing Marvel characters that it was quite a struggle to choose our roster, but we did have some criteria for the selection process. First and foremost, we wanted to include characters who we feel to be the ‘face’ of Marvel. At the same time, we also needed to select characters that would give us a balance of battle types and styles. Lastly, we wanted to sprinkle in a few surprises and leave room for characters who have never been playable in a fighting game before.” Yamanaka-san continues, “Early on in the project, we experimented with a shader to recreate a more western comic-book visual style, but the Marvel team expressed a desire for us to lean into something more Arc-like. It was then that we switched our approach to the game’s visuals and began to lean more into the Japanimation style Arc is known for.” Gameplay mechanics From short-ranged jabs to the cinematic Ultimate Skills, each character features a bespoke set of Normal, Special, and Unique attacks inspired by their abilities and powers in Marvel lore. Arc have gone to great lengths to ensure that gameplay style, movement, and feel of these legendary characters is fresh, new, and wholly unique to MARVEL Tōkon: Fighting Souls. But it’s not just the individual gameplay of the characters that has been enhanced; significant dedication has gone into reimagining and redefining what it means to be a tag team fighter. “Team VS fighting games have a long tradition of 2v2 or 3v3 team formats, so this is something we discussed in-depth within the development team. We went back and forth many times, from thinking we might be better off making a 1v1 game or sticking to the established 3v3 format.” Sekine-san continues, “At its core, we felt that the appeal of team VS fighting games is the intensity of battles with multiple characters on screen at once. Additionally, one of the appeals of Marvel comics is seeing the vast cast of characters coming together to create all kinds of unique team-ups.” “With these two ideas in mind, we concluded that creating a 4v4 team VS system would be the best way to not only create those over-the-top moments, but to further evolve the tag fighting genre.” Stages The stages come to life in MARVEL Tōkon: Fighting Souls, filled with easter eggs for eagle-eyed fans to find. Most stages also feature multiple areas. These transitions between areas are not just action-packed and stunning to witness, but they also play a strategic role. Check out the screenshots from Marvel’s New York City to see what you can find.  More to come Today’s announcement is just the beginning of our journey. From characters and stages to gameplay modes and the online experience. There’s so much more we can’t wait to share with you! #marvel #tōkon #fighting #souls #launches
    BLOG.PLAYSTATION.COM
    MARVEL Tōkon: Fighting Souls launches 2026 on PS5, Steam and Epic
    PlayStation Studios, Arc System Works (Arc), and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition. Play Video “From the beginning, we aimed to make MARVEL Tōkon: Fighting Souls a title that could be enjoyed by a wide variety of players,” explains Game Director and Lead Battle Designer, Kazuto Sekine. ”Generally, a team VS fighting game requires the player to learn multiple characters, but for MARVEL Tōkon: Fighting Souls, you only need to master one character in order to play the game. We have designed the mechanics in such a way that you can perform a variety of actions with either traditional fighting game inputs or simple inputs. With the press of a few buttons, multiple characters can appear on screen to provide backup or attack together – creating a new and exciting team VS battle experience.” “Since day one, our long-time and trusted collaborators at PlayStation and the team at Arc System Works have poured incredible amounts of talent and passion into reimagining the Marvel Universe in a way that only they can,” said Michael Francisco, Senior Product Development Manager, Marvel Games. “MARVEL Tōkon: Fighting Souls demonstrates that they are absolute masters of their craft and are true Marvel fans at heart. Players are in for a wild ride.” Characters Enter the fray with iconic Marvel heroes and villains such as Captain America, Iron Man, Spider-Man, Doctor Doom, Storm, Ms. Marvel, Star-Lord, and Ghost Rider (Robbie Reyes) – each with Arc’s unique twist on their character designs and gameplay styles. Arc Producer, Takeshi Yamanaka, states, “There are so many amazing Marvel characters that it was quite a struggle to choose our roster, but we did have some criteria for the selection process. First and foremost, we wanted to include characters who we feel to be the ‘face’ of Marvel. At the same time, we also needed to select characters that would give us a balance of battle types and styles. Lastly, we wanted to sprinkle in a few surprises and leave room for characters who have never been playable in a fighting game before.” Yamanaka-san continues, “Early on in the project, we experimented with a shader to recreate a more western comic-book visual style, but the Marvel team expressed a desire for us to lean into something more Arc-like. It was then that we switched our approach to the game’s visuals and began to lean more into the Japanimation style Arc is known for.” Gameplay mechanics From short-ranged jabs to the cinematic Ultimate Skills, each character features a bespoke set of Normal, Special, and Unique attacks inspired by their abilities and powers in Marvel lore. Arc have gone to great lengths to ensure that gameplay style, movement, and feel of these legendary characters is fresh, new, and wholly unique to MARVEL Tōkon: Fighting Souls. But it’s not just the individual gameplay of the characters that has been enhanced; significant dedication has gone into reimagining and redefining what it means to be a tag team fighter. “Team VS fighting games have a long tradition of 2v2 or 3v3 team formats, so this is something we discussed in-depth within the development team. We went back and forth many times, from thinking we might be better off making a 1v1 game or sticking to the established 3v3 format.” Sekine-san continues, “At its core, we felt that the appeal of team VS fighting games is the intensity of battles with multiple characters on screen at once. Additionally, one of the appeals of Marvel comics is seeing the vast cast of characters coming together to create all kinds of unique team-ups.” “With these two ideas in mind, we concluded that creating a 4v4 team VS system would be the best way to not only create those over-the-top moments, but to further evolve the tag fighting genre.” Stages The stages come to life in MARVEL Tōkon: Fighting Souls, filled with easter eggs for eagle-eyed fans to find. Most stages also feature multiple areas. These transitions between areas are not just action-packed and stunning to witness, but they also play a strategic role. Check out the screenshots from Marvel’s New York City to see what you can find.  More to come Today’s announcement is just the beginning of our journey. From characters and stages to gameplay modes and the online experience. There’s so much more we can’t wait to share with you!
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  • The multiplayer stack behind MMORPG Pantheon: Rise of the Fallen

    Finding your own path is at the core of gameplay in Pantheon: Rise of the Fallen – players can go anywhere, climb anything, forge new routes, and follow their curiosity to find adventure. It’s not that different from how its creators, Visionary Realms, approaches building this MMORPG – they’re doing it their own way.Transporting players to the fantasy world of Terminus, Pantheon: Rise of the Fallen harkens back to classic MMOs, where accidental discovery wandering through an open world and social interactions with other players are at the heart of the game experience.Creating any multiplayer game is a challenge – but a highly social online game at this scale is an epic quest. We sat down with lead programmer Kyle Olsen about how the team is using Unity to connect players in this MMORPG fantasy world.So what makes Pantheon: Rise of the Fallen unique compared to other MMO games?It’s definitely the social aspect. You have to experience the world and move through it naturally. It can be a bit more of a grind in a way, but it I think connects you more to your character, to the game, and the world instead of just sort of teleporting everywhere and joining LFG systems or just being placed in a dungeon. You learn the land a bit better, you have to navigate and you use your eyes more than just bouncing around like a pinball from objective to objective, following quest markers and stuff. It’s more of a thought game.How are you managing synchronization between the player experience and specific world instances?We have our own network library we built for the socket transport layer called ViNL. That’s the bread and butter for all of the zone communications, between zones and player to zone. SQL server in the back end, kind of standard stuff there. But most of the transports are handled by our own network library.How do you approach asset loading for this giant world?We’ve got a step where we bake our continents out into these tiles, and we’ve got different backends that we can plug into that. We’ve got one that just outputs standard Prefabs, and we’ve got one that outputs subscenes that we were using before Unity 6, and then we’ve got actual full-on Unity scenes that you can load additively, so you can choose how you want to output your content. Before Unity 6, we had moved away from Prefabs and started loading the DOTS subscenes and using that, built on BRG.We also have an output that can render directly to our own custom batch render group as well, just using scriptable objects and managing our own data. So we’ve been able to experiment and test out the different ones, and see what yields the best client performance. Prior to Unity 6, we were outputting and rendering the entire continent with subscenes, but with Unity 6 we actually switched back to using Prefabs with Instantiate Async and Addressables to manage everything.We’re using the Resident Drawer and GPU occlusion culling, which ended up yielding even better performance than subscenes and our own batch render group – I’m assuming because GPU occlusion culling just isn’t supported by some of the other render paths at the moment. So we’ve bounced around quite a bit, and we landed on Addressables for managing all the memory and asset loading, and regular Instantiate Prefabs with the GPU Resident Drawer seems to be the best client-side performance at the moment.Did you upgrade to Unity 6 to take advantage of the GPU Resident Drawer, specifically?Actually, I really wanted it for the occlusion culling. I wasn’t aware that only certain render paths made use of the occlusion culling, so we were attempting to use it with the same subscene rendering that we were using prior to Unity 6 and realizing nothing’s actually being culled. So we opted to switch back to the Prefab output to see what that looked like with the Resident Drawer, and occlusion culling and FPS went up.We had some issues initially, because Instantiate Async wasn’t in before Unity 6, so we had some stalls when we would instantiate our tiles. There were quite a few things being instantiated, but switching that over to Instantiate Async after we fixed a couple of bugs we got rid of the stall on load and the overall frame rate was higher after load, so it was just a win-win.Were there any really remarkable productivity gains that came with the switch to Unity 6?Everything I've talked about so far was client-facing, so our players experienced those wins. For the developer side of things, the stability and performance of the Editor went up quite a bit. The Editor stability in Unity 6 has gone up pretty substantially – it’s very rare to actually crash now. That alone has been, at least for the coding side, a huge win. It feels more stable in its entirety for sure.How do you handle making changes and updates without breaking everything?We build with Addressables using the labels very heavily, and we do the Addressable packaging by labels. So if we edit a specific zone or an asset in a zone, or like a VFX that’s associated with a spell or something like that, only those bundles that touch that label get updated at all.And then, our own content delivery system, we have the game available on Steam and our own patcher, and those both handle the delta changes, where we’re just delivering small updates through those Addressable bundles. The netcode requires the same version to be connected in the first place, so the network library side of that is automatically handled in the handshake process.What guidance would you give someone who’s trying to tackle an MMO game or another ambitious multiplayer project?You kind of start small, I guess. It's a step-by-step process. If you’re a small team, you You start small. It's a step-by-step process. If you’re a small team, you can’t bite off too much. It’d be completely overwhelming – but that holds true with any larger-scale game, not just an MMO. Probably technology selection – making smart choices upfront and sticking to them. It’s going to be a lot of middleware and backend tech that you’re going to have to wrangle and get working well together, and swapping to the newest cool thing all the time is not going to bode well.What’s the most exciting technical achievement for your team with this game?I think that there aren’t many open world MMOs, period, that have been pulled off in Unity. We don’t have a huge team, and we're making a game that is genuinely massive, so we have to focus on little isolated areas, develop them as best we can, and then move on and get feedback.The whole package together is fairly new grounds – when there is an MMO, it needs to feel like an MMO in spirit, with lots of people all around, doing their own thing. And we’ve pulled that off – I think better than pretty much any Unity MMO ever has. I think we can pat ourselves on the back for that.Get more insights from developers on Unity’s Resources page and here on the blog. Check out Pantheon: Rise of the Fallen in Early Access on Steam.
    #multiplayer #stack #behind #mmorpg #pantheon
    The multiplayer stack behind MMORPG Pantheon: Rise of the Fallen
    Finding your own path is at the core of gameplay in Pantheon: Rise of the Fallen – players can go anywhere, climb anything, forge new routes, and follow their curiosity to find adventure. It’s not that different from how its creators, Visionary Realms, approaches building this MMORPG – they’re doing it their own way.Transporting players to the fantasy world of Terminus, Pantheon: Rise of the Fallen harkens back to classic MMOs, where accidental discovery wandering through an open world and social interactions with other players are at the heart of the game experience.Creating any multiplayer game is a challenge – but a highly social online game at this scale is an epic quest. We sat down with lead programmer Kyle Olsen about how the team is using Unity to connect players in this MMORPG fantasy world.So what makes Pantheon: Rise of the Fallen unique compared to other MMO games?It’s definitely the social aspect. You have to experience the world and move through it naturally. It can be a bit more of a grind in a way, but it I think connects you more to your character, to the game, and the world instead of just sort of teleporting everywhere and joining LFG systems or just being placed in a dungeon. You learn the land a bit better, you have to navigate and you use your eyes more than just bouncing around like a pinball from objective to objective, following quest markers and stuff. It’s more of a thought game.How are you managing synchronization between the player experience and specific world instances?We have our own network library we built for the socket transport layer called ViNL. That’s the bread and butter for all of the zone communications, between zones and player to zone. SQL server in the back end, kind of standard stuff there. But most of the transports are handled by our own network library.How do you approach asset loading for this giant world?We’ve got a step where we bake our continents out into these tiles, and we’ve got different backends that we can plug into that. We’ve got one that just outputs standard Prefabs, and we’ve got one that outputs subscenes that we were using before Unity 6, and then we’ve got actual full-on Unity scenes that you can load additively, so you can choose how you want to output your content. Before Unity 6, we had moved away from Prefabs and started loading the DOTS subscenes and using that, built on BRG.We also have an output that can render directly to our own custom batch render group as well, just using scriptable objects and managing our own data. So we’ve been able to experiment and test out the different ones, and see what yields the best client performance. Prior to Unity 6, we were outputting and rendering the entire continent with subscenes, but with Unity 6 we actually switched back to using Prefabs with Instantiate Async and Addressables to manage everything.We’re using the Resident Drawer and GPU occlusion culling, which ended up yielding even better performance than subscenes and our own batch render group – I’m assuming because GPU occlusion culling just isn’t supported by some of the other render paths at the moment. So we’ve bounced around quite a bit, and we landed on Addressables for managing all the memory and asset loading, and regular Instantiate Prefabs with the GPU Resident Drawer seems to be the best client-side performance at the moment.Did you upgrade to Unity 6 to take advantage of the GPU Resident Drawer, specifically?Actually, I really wanted it for the occlusion culling. I wasn’t aware that only certain render paths made use of the occlusion culling, so we were attempting to use it with the same subscene rendering that we were using prior to Unity 6 and realizing nothing’s actually being culled. So we opted to switch back to the Prefab output to see what that looked like with the Resident Drawer, and occlusion culling and FPS went up.We had some issues initially, because Instantiate Async wasn’t in before Unity 6, so we had some stalls when we would instantiate our tiles. There were quite a few things being instantiated, but switching that over to Instantiate Async after we fixed a couple of bugs we got rid of the stall on load and the overall frame rate was higher after load, so it was just a win-win.Were there any really remarkable productivity gains that came with the switch to Unity 6?Everything I've talked about so far was client-facing, so our players experienced those wins. For the developer side of things, the stability and performance of the Editor went up quite a bit. The Editor stability in Unity 6 has gone up pretty substantially – it’s very rare to actually crash now. That alone has been, at least for the coding side, a huge win. It feels more stable in its entirety for sure.How do you handle making changes and updates without breaking everything?We build with Addressables using the labels very heavily, and we do the Addressable packaging by labels. So if we edit a specific zone or an asset in a zone, or like a VFX that’s associated with a spell or something like that, only those bundles that touch that label get updated at all.And then, our own content delivery system, we have the game available on Steam and our own patcher, and those both handle the delta changes, where we’re just delivering small updates through those Addressable bundles. The netcode requires the same version to be connected in the first place, so the network library side of that is automatically handled in the handshake process.What guidance would you give someone who’s trying to tackle an MMO game or another ambitious multiplayer project?You kind of start small, I guess. It's a step-by-step process. If you’re a small team, you You start small. It's a step-by-step process. If you’re a small team, you can’t bite off too much. It’d be completely overwhelming – but that holds true with any larger-scale game, not just an MMO. Probably technology selection – making smart choices upfront and sticking to them. It’s going to be a lot of middleware and backend tech that you’re going to have to wrangle and get working well together, and swapping to the newest cool thing all the time is not going to bode well.What’s the most exciting technical achievement for your team with this game?I think that there aren’t many open world MMOs, period, that have been pulled off in Unity. We don’t have a huge team, and we're making a game that is genuinely massive, so we have to focus on little isolated areas, develop them as best we can, and then move on and get feedback.The whole package together is fairly new grounds – when there is an MMO, it needs to feel like an MMO in spirit, with lots of people all around, doing their own thing. And we’ve pulled that off – I think better than pretty much any Unity MMO ever has. I think we can pat ourselves on the back for that.Get more insights from developers on Unity’s Resources page and here on the blog. Check out Pantheon: Rise of the Fallen in Early Access on Steam. #multiplayer #stack #behind #mmorpg #pantheon
    UNITY.COM
    The multiplayer stack behind MMORPG Pantheon: Rise of the Fallen
    Finding your own path is at the core of gameplay in Pantheon: Rise of the Fallen – players can go anywhere, climb anything, forge new routes, and follow their curiosity to find adventure. It’s not that different from how its creators, Visionary Realms, approaches building this MMORPG – they’re doing it their own way.Transporting players to the fantasy world of Terminus, Pantheon: Rise of the Fallen harkens back to classic MMOs, where accidental discovery wandering through an open world and social interactions with other players are at the heart of the game experience.Creating any multiplayer game is a challenge – but a highly social online game at this scale is an epic quest. We sat down with lead programmer Kyle Olsen about how the team is using Unity to connect players in this MMORPG fantasy world.So what makes Pantheon: Rise of the Fallen unique compared to other MMO games?It’s definitely the social aspect. You have to experience the world and move through it naturally. It can be a bit more of a grind in a way, but it I think connects you more to your character, to the game, and the world instead of just sort of teleporting everywhere and joining LFG systems or just being placed in a dungeon. You learn the land a bit better, you have to navigate and you use your eyes more than just bouncing around like a pinball from objective to objective, following quest markers and stuff. It’s more of a thought game.How are you managing synchronization between the player experience and specific world instances?We have our own network library we built for the socket transport layer called ViNL. That’s the bread and butter for all of the zone communications, between zones and player to zone. SQL server in the back end, kind of standard stuff there. But most of the transports are handled by our own network library.How do you approach asset loading for this giant world?We’ve got a step where we bake our continents out into these tiles, and we’ve got different backends that we can plug into that. We’ve got one that just outputs standard Prefabs, and we’ve got one that outputs subscenes that we were using before Unity 6, and then we’ve got actual full-on Unity scenes that you can load additively, so you can choose how you want to output your content. Before Unity 6, we had moved away from Prefabs and started loading the DOTS subscenes and using that, built on BRG.We also have an output that can render directly to our own custom batch render group as well, just using scriptable objects and managing our own data. So we’ve been able to experiment and test out the different ones, and see what yields the best client performance. Prior to Unity 6, we were outputting and rendering the entire continent with subscenes, but with Unity 6 we actually switched back to using Prefabs with Instantiate Async and Addressables to manage everything.We’re using the Resident Drawer and GPU occlusion culling, which ended up yielding even better performance than subscenes and our own batch render group – I’m assuming because GPU occlusion culling just isn’t supported by some of the other render paths at the moment. So we’ve bounced around quite a bit, and we landed on Addressables for managing all the memory and asset loading, and regular Instantiate Prefabs with the GPU Resident Drawer seems to be the best client-side performance at the moment.Did you upgrade to Unity 6 to take advantage of the GPU Resident Drawer, specifically?Actually, I really wanted it for the occlusion culling. I wasn’t aware that only certain render paths made use of the occlusion culling, so we were attempting to use it with the same subscene rendering that we were using prior to Unity 6 and realizing nothing’s actually being culled. So we opted to switch back to the Prefab output to see what that looked like with the Resident Drawer, and occlusion culling and FPS went up.We had some issues initially, because Instantiate Async wasn’t in before Unity 6, so we had some stalls when we would instantiate our tiles. There were quite a few things being instantiated, but switching that over to Instantiate Async after we fixed a couple of bugs we got rid of the stall on load and the overall frame rate was higher after load, so it was just a win-win.Were there any really remarkable productivity gains that came with the switch to Unity 6?Everything I've talked about so far was client-facing, so our players experienced those wins. For the developer side of things, the stability and performance of the Editor went up quite a bit. The Editor stability in Unity 6 has gone up pretty substantially – it’s very rare to actually crash now. That alone has been, at least for the coding side, a huge win. It feels more stable in its entirety for sure.How do you handle making changes and updates without breaking everything?We build with Addressables using the labels very heavily, and we do the Addressable packaging by labels. So if we edit a specific zone or an asset in a zone, or like a VFX that’s associated with a spell or something like that, only those bundles that touch that label get updated at all.And then, our own content delivery system, we have the game available on Steam and our own patcher, and those both handle the delta changes, where we’re just delivering small updates through those Addressable bundles. The netcode requires the same version to be connected in the first place, so the network library side of that is automatically handled in the handshake process.What guidance would you give someone who’s trying to tackle an MMO game or another ambitious multiplayer project?You kind of start small, I guess. It's a step-by-step process. If you’re a small team, you You start small. It's a step-by-step process. If you’re a small team, you can’t bite off too much. It’d be completely overwhelming – but that holds true with any larger-scale game, not just an MMO. Probably technology selection – making smart choices upfront and sticking to them. It’s going to be a lot of middleware and backend tech that you’re going to have to wrangle and get working well together, and swapping to the newest cool thing all the time is not going to bode well.What’s the most exciting technical achievement for your team with this game?I think that there aren’t many open world MMOs, period, that have been pulled off in Unity. We don’t have a huge team, and we're making a game that is genuinely massive, so we have to focus on little isolated areas, develop them as best we can, and then move on and get feedback.The whole package together is fairly new grounds – when there is an MMO, it needs to feel like an MMO in spirit, with lots of people all around, doing their own thing. And we’ve pulled that off – I think better than pretty much any Unity MMO ever has. I think we can pat ourselves on the back for that.Get more insights from developers on Unity’s Resources page and here on the blog. Check out Pantheon: Rise of the Fallen in Early Access on Steam.
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  • Researchers genetically altered fruit flies to crave cocaine

    Fruit flies don't naturally enjoy the taste of cocaine. Credit: Deposit Photos

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    Breakthroughs, discoveries, and DIY tips sent every weekday.

    In a world first, scientists at the University of Utah have engineered fruit flies susceptible to cocaine addiction. But as strange as it sounds, there are potentially life-saving reasons for genetically altering the insects to crave the drug. The novel biological model could help addiction treatment therapies development and expedite research timelines. The findings are detailed in the Journal of Neuroscience.
    As surprising as it may sound, humans have a lot in common with fruit flies. In fact, we share around 70–75 percent of the same genes responsible for various diseases, as well as many of the same vital organs. Researchers have relied on the insects for genetic studies for years, especially for investigating the biological roots of certain addictions like cocaine abuse. This is due in large part to the fruit fly’s quick life cycle and its comparatively simple genetic makeup. But while scientists have administered the drug to the bugs in the past, there’s always been a small problem.
    “Flies don’t like cocaine one bit,” Adrian Rothenfluh, the study’s senior author and an associate professor of psychiatry, said in a statement.
    Even when previously introduced to cocaine, Rothenfluh’s team noted that the insects routinely opted for pure sugar water over sugar water laced with cocaine. Study first author Travis Philyaw theorized the reason may reside in a fly’s sense of taste that is found on their legs.
    “Insects are evolutionarily primed to avoid plant toxins, and cocaine is a plant toxin,” Philyaw explained. “They have taste receptors on their ‘arms’—their tarsal segments—so they can put their hand in something before it goes in their mouth, and decide, ‘I’m not going to touch that.'”
    After confirming that cocaine activates a fruit fly’s bitter-sensing taste receptors, Rothenfluh and Philyaw switched off those nerves. Once deactivated, there was little to stop the flies from developing a cocaine habit. These modified flies were subsequently introduced to sugar water infused with a low concentration of cocaine. Within 16 hours, the insects indicated a preference for the drug-laced drink.
    “At low doses, they start running around, just like people,” said Rothenfluh. “At very high doses, they get incapacitated, which is also true in people.”
    Now that researchers know how to breed the modified fruit flies, they can more easily study how cocaine addiction evolves in the body. Not only that, but they can do so on a much faster timeline by analyzing hundreds of genes at a time.
    “We can scale research so quickly in flies,” said Philyaw. “We can identify risk genes that might be difficult to uncover in more complex organisms, and then we pass that information to researchers who work with mammalian models.”
    From there, scientists can identify treatment targets that help link to human therapy options.
    “We can really start to understand the mechanisms of cocaine choice, and the more you understand about the mechanism, the more you have a chance to find a therapeutic that might act on that mechanism,” explained Rothenfluh.
    #researchers #genetically #altered #fruit #flies
    Researchers genetically altered fruit flies to crave cocaine
    Fruit flies don't naturally enjoy the taste of cocaine. Credit: Deposit Photos Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. In a world first, scientists at the University of Utah have engineered fruit flies susceptible to cocaine addiction. But as strange as it sounds, there are potentially life-saving reasons for genetically altering the insects to crave the drug. The novel biological model could help addiction treatment therapies development and expedite research timelines. The findings are detailed in the Journal of Neuroscience. As surprising as it may sound, humans have a lot in common with fruit flies. In fact, we share around 70–75 percent of the same genes responsible for various diseases, as well as many of the same vital organs. Researchers have relied on the insects for genetic studies for years, especially for investigating the biological roots of certain addictions like cocaine abuse. This is due in large part to the fruit fly’s quick life cycle and its comparatively simple genetic makeup. But while scientists have administered the drug to the bugs in the past, there’s always been a small problem. “Flies don’t like cocaine one bit,” Adrian Rothenfluh, the study’s senior author and an associate professor of psychiatry, said in a statement. Even when previously introduced to cocaine, Rothenfluh’s team noted that the insects routinely opted for pure sugar water over sugar water laced with cocaine. Study first author Travis Philyaw theorized the reason may reside in a fly’s sense of taste that is found on their legs. “Insects are evolutionarily primed to avoid plant toxins, and cocaine is a plant toxin,” Philyaw explained. “They have taste receptors on their ‘arms’—their tarsal segments—so they can put their hand in something before it goes in their mouth, and decide, ‘I’m not going to touch that.'” After confirming that cocaine activates a fruit fly’s bitter-sensing taste receptors, Rothenfluh and Philyaw switched off those nerves. Once deactivated, there was little to stop the flies from developing a cocaine habit. These modified flies were subsequently introduced to sugar water infused with a low concentration of cocaine. Within 16 hours, the insects indicated a preference for the drug-laced drink. “At low doses, they start running around, just like people,” said Rothenfluh. “At very high doses, they get incapacitated, which is also true in people.” Now that researchers know how to breed the modified fruit flies, they can more easily study how cocaine addiction evolves in the body. Not only that, but they can do so on a much faster timeline by analyzing hundreds of genes at a time. “We can scale research so quickly in flies,” said Philyaw. “We can identify risk genes that might be difficult to uncover in more complex organisms, and then we pass that information to researchers who work with mammalian models.” From there, scientists can identify treatment targets that help link to human therapy options. “We can really start to understand the mechanisms of cocaine choice, and the more you understand about the mechanism, the more you have a chance to find a therapeutic that might act on that mechanism,” explained Rothenfluh. #researchers #genetically #altered #fruit #flies
    WWW.POPSCI.COM
    Researchers genetically altered fruit flies to crave cocaine
    Fruit flies don't naturally enjoy the taste of cocaine. Credit: Deposit Photos Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. In a world first, scientists at the University of Utah have engineered fruit flies susceptible to cocaine addiction. But as strange as it sounds, there are potentially life-saving reasons for genetically altering the insects to crave the drug. The novel biological model could help addiction treatment therapies development and expedite research timelines. The findings are detailed in the Journal of Neuroscience. As surprising as it may sound, humans have a lot in common with fruit flies. In fact, we share around 70–75 percent of the same genes responsible for various diseases, as well as many of the same vital organs. Researchers have relied on the insects for genetic studies for years, especially for investigating the biological roots of certain addictions like cocaine abuse. This is due in large part to the fruit fly’s quick life cycle and its comparatively simple genetic makeup. But while scientists have administered the drug to the bugs in the past, there’s always been a small problem. “Flies don’t like cocaine one bit,” Adrian Rothenfluh, the study’s senior author and an associate professor of psychiatry, said in a statement. Even when previously introduced to cocaine, Rothenfluh’s team noted that the insects routinely opted for pure sugar water over sugar water laced with cocaine. Study first author Travis Philyaw theorized the reason may reside in a fly’s sense of taste that is found on their legs. “Insects are evolutionarily primed to avoid plant toxins, and cocaine is a plant toxin,” Philyaw explained. “They have taste receptors on their ‘arms’—their tarsal segments—so they can put their hand in something before it goes in their mouth, and decide, ‘I’m not going to touch that.'” After confirming that cocaine activates a fruit fly’s bitter-sensing taste receptors, Rothenfluh and Philyaw switched off those nerves. Once deactivated, there was little to stop the flies from developing a cocaine habit. These modified flies were subsequently introduced to sugar water infused with a low concentration of cocaine. Within 16 hours, the insects indicated a preference for the drug-laced drink. “At low doses, they start running around, just like people,” said Rothenfluh. “At very high doses, they get incapacitated, which is also true in people.” Now that researchers know how to breed the modified fruit flies, they can more easily study how cocaine addiction evolves in the body. Not only that, but they can do so on a much faster timeline by analyzing hundreds of genes at a time. “We can scale research so quickly in flies,” said Philyaw. “We can identify risk genes that might be difficult to uncover in more complex organisms, and then we pass that information to researchers who work with mammalian models.” From there, scientists can identify treatment targets that help link to human therapy options. “We can really start to understand the mechanisms of cocaine choice, and the more you understand about the mechanism, the more you have a chance to find a therapeutic that might act on that mechanism,” explained Rothenfluh.
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