正在加载视频...

视频加载失败

‘27 C/RHP Brogan Witcher Liberty HS (Bakersfield) Impressive 2️⃣-way performance for the recent reclass into ‘27 Picked up the save w/scoreless inning of relief after starting game at C FB: 96-98 w/easy life SLD: 82-85 Blasted a no doubt HR to open the game showing off real offensive impact...

28,221 次观看 • 4 个月前 •via X (Twitter)

0 条评论

暂无评论

原始帖子的评论将显示在这里

相关视频

I have waited to publish the Pixel 11 Pro XL Performance and Gaming experience, and there is a slight difference in its performance between when it was launched and now. 🧵 (1/2) The Pixel 11 Pro XL is fast and smooth in real-life usage during normal day-to-day tasks, but heavy tasks and gaming need much improvement. There are improvements in Genshin Impact because, at the time of launch, it was not playable, but now it's playable. Let's talk in detail: Starting with the daily tasks, like app opening and switching between apps, is smooth and fast and easily comparable with other Flagships. The camera shutter button is responsive and quick, and this new Chipset looks efficient too because it doesn't heat up in day-to-day tasks and has less energy consumption. RAM management is also good; it easily keeps apps running in the background. But things get a little messy when you do heavy tasks on it, which is now a habit for almost every Pixel device. When you do heavy things like heavy editing and video rendering at very high quality, it feels slow compared to other Flagships, and the gaming experience is not comparable with them because Snapdragon 8 Elite Gen 5 devices' gaming experience is on another level. Benchmarks Note: All benchmarks were conducted at room temperature around 27°C, in a non-air-conditioned room. Pixel 11 Pro XL features Tensor G6 3nm Chipset, which is paired with IMG CXTP 48 1536 GPU, UFS 4.0 Storage, and up to 16GB LPDDR5X RAM. The device scores 1.9 million in AnTuTu, reaching around 36°C and consuming 4% battery. During a 30-minute throttling test, the device throttled to 68%, and the temperature was around 34°C. Geekbench Scores: CPU Scores: - Single Core: 2287 - Multi-core: 6709 - GPU Score: 3259 AI Scores: - AITuTu Score: 127K 3DMark Stress Test 20 minutes each: Wild Life Stress Test Highest: 13655 | Lowest: 10766 Stability: 78% Wild Life Extreme Stress Test Highest: 3467 | Lowest: 2861 Stability: 81% Steel Nomad Light Stress Test Highest: 1118 | Lowest: 1048 Stability: 93% These 3DMark scores are not impressive but quite stable. The maximum temperature the device reached after these extreme stress tests was 43°C, which is acceptable and good because these tests demand more power and hardware output. The Pixel 11 Pro XL's performance is improved compared to its predecessor but is not comparable with other Flagship devices.

Abhishek Yadav

20,338 次观看 • 14 天前

OF RJ Austin (Vanderbilt Baseball) is an intriguing college hitter in this year's Draft. Carved out an every day role as a Freshman and collected 18 XBH with 43 RBIs, but had a breakout summer on the Cape to the tune of a .327/.426/.376 slash line with 13 RBIs in 29 games. Carried that momentum over into last season where he hit .335/.402/.471 with 14 2B, 5 HRs, 54 RBIs and 28 SB. Earned an invitation to Team USA, but had a strong 15-game stint on the Cape and hit .321/.361/.536 with 6 2B, 2 HRs and 9 RBIs. Strong, athletic build at 5'11" and 193-lbs with plenty of natural strength. Stands fairly tall in the box with his knees slightly bent and a tight base with a slightly open front side. Austin has lowered his handset a bit since last spring, and he now has more of a medium-high handset. Barrel tip in his load is accompanied by his hands drifting. High leg kick leads into a rather lengthy stride. Quick hands and easy plus bat speed. Athletic look, rotates well. Austin's hit tool has taken positive strides since the start of his college career, and last year he posted an overall contact rate of 82% and an IZ contact rate of 91% (including 94% against FB). Present feel for the barrel. Approach and swing decisions still need some fine-tuning, and Austin is susceptible to FBs in the top and outer-1/3 as well as secondaries down-and-away. Very pull-oriented approach. Would give it a 50, probably closer to a 55 than a 50. Austin's also a strong kid with more impact in the tank than his 12 career HRs might suggest. All of his HR power has come to the pull side, but he needs to get the ball up in the air more. Posted a Max EV of 110 last spring. There are some ingredients to work with here, but has to lift the baseball on a more regular basis. Power plays as a 45 in-game. Has had limited experience in the OF to this point, but will roam CF this spring for Vanderbilt. Got a fair amount of run out there this summer on the Cape. Austin's speed and athleticism both translate to the position—he can go and get it—but the reads and route running will need refinement. Fringe-average arm. I'm curious to see the progress over the course of the season. I alluded to it, but Austin is a plus runner and an effective base-stealer. Twitchy. 2nd-3rd round type for me this July. (📽️: Vanderbilt Baseball)

Peter Flaherty III

75,608 次观看 • 1 年前

RHP Matt Scott (Stanford Baseball) is one of the premier college arms in this year's Draft. After a solid Freshman season that was split between the bullpen and the rotation, Scott this year anchored the Stanford rotation and collected a career-high 103 strikeouts against 36 walks across 80 innings. Earned a Team USA invite for the second straight summer. Scott has an XL, workhorse frame at 6-foot-7 and 247-pounds with plenty of strength and physicality throughout. Quiet, "checkpoint-like" delivery. Small side step towards 1B side, gathers himself and breaks into the rest of his operation. Attacks from a high-three quarter slot. Low effort, does a nice job of staying connected and in-sync for someone of his stature. FB sits in the 93-96 range, but will routinely touch 97/98. Tons of carry through the zone, averaged 22.5" of IVB last year. At its best when located in the top-1/2 of the zone, which is also where it generates most of its whiffs. Just needs to stay out of the middle. Threw it 62% of the time and generated a pretty impressive miss rate of 26%, though I think it can become even more effective if he's able to hone in on his command of it. 55 pitch right now, eventual 60 if some of the low hanging fruit is cleaned up. Supplements his FB with a mid-to-upper-80s gyro SL. I actually think Scott's feel for the SL is on par, if not better, than his feel for the heater. Effective against both right and lefthanded hitters. True, hard gyro look against LHH. Will flash more two-plane tilt against RHH with some sharpness to it. Another 55 pitch that last year had a 40% miss rate. Scott needs to up the usage on his split-change. Threw it just 6% of the time last year and I think it's his best secondary pitch. Legit weapon against LHH. Averaged nearly 12 MPH off his FB and he does an excellent job of killing spin on it; averaged 866 RPMs last season. Essentially falls off a table as it approaches the plate. Serious tumbling life with a bit of arm side fade. 48% miss across a limited sample in '24, I'd give it a 60. Command and control are both average, if not a tick above. Little-to-no reliever risk. Really like the body and stuff. Projects to be one of the first few college arms off the board this July and is a potential first-rounder.

Peter Flaherty III

23,661 次观看 • 1 年前

BREAKING: Inside Opendoor w/ CEO Kaz Nejatian On earnings day, Kaz Nejatian opened the doors to Sourcery to go under the hood of the public turnaround of a company once trading at ~$0.50 & facing delisting risk 6 months in. $1 salary. Up to $2.8B in performance equity. All gas, no brakes I toured the office, sat in on a product meeting, BTS of the livestream, & recorded our long-form interview where Kaz shares openly how they’re rebuilding Opendoor in public (with the help of the $OPEN army, of course) This was unlike anything I'd ever seen before. Big thank you to the Opendoor team for letting me in! 𝐓𝐈𝐌𝐄𝐒𝐓𝐀𝐌𝐏𝐒 (00:00) Kaz Nejatian, CEO Opendoor (01:11) Near delisting & stepping in at a $0.50 share price (04:20) Obsessing over Opendoor (07:00) Running a Public company without playing the Headline Game (09:09) The $1 salary & being fully levered to the mission (11:15) The stock follows the company, not the other way around (13:00) Founder mentality & calling out the BS (15:57) Reading every invoice & slashing consulting spend (18:00) Paying millions to learn that cheaper means worse (20:50) Keith Rabois on Opendoor (23:10) Customer support said, “Have you heard of Google .com?” (25:05) Hiring YC founders & rebuilding the company’s technical DNA (27:35) Refusing to become a polished public CEO (29:48) Attention to detail vs macro thinking (33:09) The most-watched earnings call in history (36:10) Posting on X, backlash, & quoting Max Weber (38:50) The chance to own a piece of America (41:34) Why speed beats over-optimizing risk (43:28) Building a board you would pay to have dinner with (48:01) The “weird” decisions (51:54) Biggest lessons from Shopify CEO Tobi Lütke

Molly O’Shea

434,794 次观看 • 6 个月前

#Bearcats ‘26 CF Jamir Johnson 6’3 190, Locust Grove HS, GA (18U National) Scouting Report Future everyday CF (occasional All-Star potential) who plays the game with calm temperament and rare ease of effort. A unique blend of tools, intangibles, projection, but with MLB ready swing mechanics. These elite mechanics create more reaction time, adjustability, and power pro, while allowing more room for error. In short, he gets more hits than other prospects on marginal barrels or being early/late (mechanical breakdown pinned in comments). This fits ideally with his advanced pitch recognition & controlled effort, putting him in counts of strength and enabling him to lay off quality pitches outside the zone. Wherever the run tool ends up settling in, plus range in CF seems automatic with his impressive anticipation, reads, smooth routes, and long gliding strides. As he physically matures, being a consistent 20/20 guy (HR/SB) at ML level is well within reach. While he may not end up with any top of scale tools, he does everything well and most importantly will hit. The prototype lean & rangy frame offers considerable ceiling and will have clubs dreaming on more. Hit: 35/50 Ideal selective-aggressive approach, real chance for A/AVG. Raw Power: 45/55. Could tap into more Power Pro: 4/55. Consistent HR, 2B vs top arms in class Run: 55/55. Covers ground w/ ease Field: 45/55. Natural tracking, future plus range Arm: 5/5. Solid carry, accurate Separators - Pitch Recognition, Swing Mechanics, Ease of Effort, Projection Player Comp: Mike Cameron (potentially more hit, less defense) OFP: 52. (Ceiling 55, floor 48). #mlbdraft #travelbaseball #hitting #baseball #D1

Justin Goetz

25,526 次观看 • 8 个月前

PrismaX TeleOps feels like 𝐈 𝐝𝐢𝐝𝐧’𝐭 𝐣𝐮𝐬𝐭 𝐰𝐚𝐭𝐜𝐡 𝐚 𝐫𝐨𝐛𝐨𝐭 𝐭𝐨𝐝𝐚𝐲 instead 𝐈 𝐜𝐨𝐧𝐭𝐫𝐨𝐥𝐥𝐞𝐝 𝐨𝐧𝐞 𝐟𝐫𝐨𝐦 𝐦𝐢𝐥𝐞𝐬 𝐚𝐰𝐚𝐲 Using PrismaX’s teleoperation, I remotely operated a real robotic arm in a live environment What felt like simple actions moving objects, adjusting grip, navigating space quickly showed how powerful human in the loop robotics really is Every small movement wasn’t just control It was training data for physical AI Great teleoperation isn’t about speed or flashy moves It’s built through consistency, awareness, and deliberate control over time. Small habits practiced every session quietly compound into real performance gains 1. Show up every time Consistency is the real multiplier Even short sessions add up when you never skip them Set reminders, plan ahead, and treat teleop like a commitment. Being present and focused is progress on its own 2. Control always beats speed Teleoperation rewards precision, not rushing You’re given enough time use it Slow, intentional movements reduce mistakes and lead to far better outcomes than fast, reactive inputs 3. Put yourself inside the robot Stop thinking of the robot as something distant. Operate from its point of view When your brain treats the robot as an extension of your body, coordination improves and movements feel more natural 4. Stay active to stay stable Long idle moments can break flow and stability Even subtle movements help maintain control and keep your focus sharp, making it easier to respond when adjustments are needed 5. Repetition creates fluency At first, the controls may feel unfamiliar and that’s expected With repetition, aligning, gripping, and lifting become automatic Muscle memory takes over, and teleop starts to feel intuitive Quick control guide W / S → move forward & backward A / D → arm left & right Q / E → move up & down Z / X → open & close grip ← / → → rotate grip C / V → slide base Teleop mastery is a long game. Stay consistent, stay intentional, and let small improvements stack into real skill

kingopw3

11,435 次观看 • 7 个月前

I played 4 hours of The Blood of Dawnwalker - and it's damn good. My full thoughts below 👇 The version we played was in beta and running on some powerful PCs. It was from the beginning of the game so I wasn't able to explore the entire map. It felt pretty polished overall and I didn't experience any bugs or performance issues during my time. The game takes place in Vale Sangora - it's a beautiful valley near the Carpathian Mountains full of lush trees, bogs, mines, and all kinds of wildlife and villages and communities roughly comparable in size to The Witcher 3's Blood and Wine but packed with detail. There's a lot of neat history everywhere you look and explore, with references to Genghis Khan's hordes, the Tatars, and more. There are also little details that help make the setting a bit more real. Because Vale Sangora is run by the vampire leaders, silver is forbidden to have in your possession, and not every merchant will buy or sell them. It looks great visually, but I wouldn't say in a way that blew my socks off. Environments look good, trees, bushes etc all swaying in the wind, good lighting, character models are nicely detailed. It's not pushing things on a technical level but I found that perfectly ok. From the beginning of the game, a series of events introduces you to Coen's family - his parents and siblings. His father Pieter is a strong and stern caretaker who knows his way around a sword but deeply cares for his family. Coen's mother Esme is stricken by an illness that the whole family is trying to wrangle with, and his siblings are playful and endearing. As the vampires don't tolerate 'weakness', you start the feel the weight of the family's plight that gives off an aura of despair. At least in these initial hours, I found myself surprisingly growing attached pretty quickly. While there's an ominous metaphorical 'cloud' that hangs over the valley, there are bits of lightheartedness thrown in too. One charming quest saw me play tag with my siblings and go fishing in the old family hangout spot. Character performances and voice acting are excellent. There weren't really any characters that felt out place or miscast. I especially enjoyed the gravelly voices of Pieter and Brencis - the leader of the vampires. Brencis comes off formidable, and events in the game gave me a motivational drive for revenge, which I always like in games. The story is set up in a way that each of the vampire leaders needs to be taken down, with Brencis as the head honcho. You can attack them in any order, even going directly to Brencis from the outset, but you'll probably find you'll have a bit of trouble with that approach. While I've always been a little hesitant about plots that have open-ended structures, the team at Rebel Wolves told me that each vampire 'captain' is unique with many quests tailored to their specific stories, and there was a lot of effort and care put into each. They urge players to play through each storyline to get the most out of the game. There were lots of endearing characters in just the first few hours. Anca - a local herbalist and a witch, reminded me a lot of The Witcher 3's Keira. And she's a romance option. There are other sentient races as well, like the Uriash which I would say resemble something like the Qunari from Dragon Age. They're big, tough and brooding and are seen as monsters and somewhat shunned. There's a nice variety of monsters too, like kobolds who are basically ghouls that talk smack, and I came across the "Great Bog Wurm" in a swampy area which was it's own mini-boss fight. When I compare to something like The Witcher 3 (because many people understandably do with Dawnwalker given how the game looks and the makeup of the Rebel Wolves team), movement and navigation in the game felt fairly fluid overall. Walking, sprinting, vaulting ledges, etc were smooth. There's a bit of clunkiness when it comes to jumping, where I'd sometimes starting sliding jumping down a hill or onto rocks. There's also an ability that Coen automatically gets after he becomes a half-vampire called "Planeshift". It lets him teleport dash around the world so he can reach higher areas or across gaps. It felt a little clunky and imprecise when scaling things like towers and trying to land back on solid ground. There's a glossary/beastiary that's structured just like The Witcher 3, and the soundtrack is basically, you guessed it, The Witcher 3 in all the best ways. And like one of my favorite parts of The Witcher 3, there are plenty of points of interest that lead to unique little narrative beats or quests. One saw me come across a villager searching for his brother. Following that little quest line led me to a buried tomb which led to a boss fight with an ancient warrior and cool loot at the end. One abrupt encounter in the world saw me chase the village asshole talking shit about my family. When his drunkard father catches us arguing, he scolds him more and tells me I should teach him a lesson myself and beat him with a stick. I can choose to partake in it, stand by and watch, or stop the father in a physical altercation. There's been a lot of questions about combat and from what I played, I liked it, moreso than The Witcher 3's. There are two ways to play: directional and traditional. With directional combat, you hold down a shoulder button to block while aiming in whatever direction you see an enemy attacking from. That's either up, down, left or right. It's simpler than something like Kingdom Come and I got used to it real quick. It sometimes got a liiiittle overwhelming when multiple enemies are attacking at the same time - and they do that a lot. Enemies don't wait around for their turn, instead opting to gang up on you to take you down. There's also the traditional or 'standard' combat, which is basically pressing a button that blocks enemies no matter what direction (your standard action game). You can also expectedly parry enemies that open them up for more damage. There is a stamina meter that depletes with blocks, and it depletes faster if you're playing standard, though you can upgrade your stamina as you play too. There are active abilities you can put into quick slots for faster use during combat. As there's a day/night cycle and Coen is a 'dawnwalker' - meaning he's human during the day and a vampire at night, you can switch between your swords in daytime and bring out your claws at night, which are more powerful. There are many abilities, though because I was playing the first hours of the game, I didn't get to see them all. One that I got to use was a powerful charge attack, and another was a flurry of deadly slashes with my claws. You can drain enemies to regain health with 'voracious bite', though enemies won't wait around while you're doing it so you have to be mindful. There are shrines dotted around the map that you can use to fast travel and upgrade your skills. There are tons of resources and items in the world just like The Witcher that you can use to craft potions and the like. Some can only be done during the day or at night. In terms of time progression, there are 8 time 'segments' per day and certain quests and activities can push the time forward a set amount of segments. I thought I would hate it at first, but it actually makes for some compelling choices in how you choose to progress the game. You're always shown when an action will progress time by the way, so nothing will take you by surprise. Running around and exploring the world doesn't push time forward. When your vampiric health drops really low, you become hungry and start to really crave blood. You can even lose control during dialogue and drain the person you're talking to - including friends. I didn't encounter that myself but the devs said those can have lasting effects throughout the game. This has definitely jumped up my most anticipated list for the rest of the year. It's practically The Witcher 3: Medieval Vampire Edition with its own flavor and unique mechanics and honestly...that is something I'm quite happy about. #BloodofDawnwalker

Shinobi602

345,682 次观看 • 2 个月前

Honkai Star Rail issue TLDR; no real improvements towards the gameplay/TRPG depth itself while continuing to make changes that don't matter 'in the now'. More context; As of the last few patches it's felt like HSR has made 1 step forward & 3 back (Ex. Wishful Resin availability vs impact of the item). With a turn based RPG, I expect more actions to be taken that encourage strategic gameplay, combat/gear choices, or otherwise game defining matters that give the player more satisfaction (of their wins, accomplishments, goal challenges, etc.) in the game. Great examples of this are FF Tactics, Valkyria Chronicles, Octopath Traveler, & any Shin Megami Tensei or Fire Emblem game. I don't have any definite backing behind this, just my own assumptions & experiences, but it feels like HSR has become more greedy than their usual gacha self. A game (that presents itself) based around team structure, archetypes, & decision making has shown a severe lack of these since shortly after Superbreak's introduction. The lack of STRONG 4-stars has left many of our viable "teams" lingering on a "play this or bust" situation. Of course, having at least 80% of the limited 5-stars removes this entirely, but that introduces an entirely different subject that still favors my argument in the lack of team variety we have. Ex. The counter-archetype team. There's little to no difference between THE optimal team if you use Yunli or Clara, despite the two of them playing differently w/ different build opportunities. You won't swap support units because they offer a new 'thing' to benefit Yunli/Clara. You will swap units because you don't have the premier one or you don't have the other premier one (i.e Sunday vs Sparkle selection). The enemy design has been decent, with some bosses having amazing potential, but that effort is quickly made irrelevant due to the HP inflation or lack of preventative measures the avg player can take against them (i.e not having shields, cleanse, enhanced breaking, AV control, etc.) By no means is that me alluding to every player deserves every limited thing, but it is me saying there's 0 reason the last 4-star we got was on Sept 9th, and per the drip marketing received, we aren't getting a new one any time soon. On stream, I spoke about how impactful a row system (Persona 1, Unicorn Overlord, Torna DLC for Xenoblade 2, etc.) would be to the strategy behind the game IF they prioritized combat depth instead of selling only selling limited characters. HSR has the potential to really put their foot in the combat strategy and team building of the game, but I don't understand the reason they refuse to do it when they have the means to. This brings me to the greed I believe HSR has displayed lately. There are multiple pts I want to address on this matter, but this tweet is too long & I wanna go play Metaphor so I'll try to emphasize this point a lot stronger. Keep in mind, these items are conceptually of top 3 importance in the game (value wise). * There is 0 reason the bundle of Wishful Resin should cost $35-50 worth of stellar jade bundles instead of a flat price. They are purposely inflating your purchase on an item that, in my opinion, is insanely valuable for every player. * Trading 800 relic remains or Self Modeling Resin for 1 Wishful Resin is a scam. 800 RR = 80 trash relics or 2 +15 relics. Both of which, require you to invest a LOT of resources into in order to obtain them in the first place. * 2 sub-stats should not cost 4 Wishful Resin if 1 sub-stat only cost 1 Wishful Resin. * Receiving ONE WISHFUL RESIN FOR FREE per 40ish days, is INSANE. lol Receiving TWO IF YOU PAY per 40ish days is even more ludicrous. In the event you decided to buy all the Wishful bundles per 40 days & only choose the WR as your option, that's $120 (70 + 50) for 22 WR. Adding the BP into that is now just shy of paying for a limited character. Don't even get me started on how the only available dice in the game is paid for while still having a 75% chance to screw you over in RNG, either. I understand this looks like a giga rant, & it is. It pisses me off watching a game you avidly enjoy make decisions that, I can only assume, are out of pure greed. They could do so much to spin this game into an easy top 5 position with little to similar effort in pushing out stronger characters per $300. Hence, my feeling of being burnt out & even that took me months to understand/realize.

Iyo

135,611 次观看 • 1 年前

Asmongold says he completely agrees with Ethan Klein's lawsuit against iDubbbz and pushes back on MoistCr1TiKaL's video about the topic "If there's beef online? Calling somebody a p do who's m-lst their own children isn't beef at all..that is a crazy insane deranged ridiculous f'd up totally out of pocket..totally different, I agree w him but I think there is a line that u do not cross and they repeatedly crossed that line..did that bc they dehumanized Ethan bc they used I think his ethnicity and his apparently indirect affiliation with Israel as justification and completely try to destroy his life..tried to attack his sponsors, tried to get him banned, take his children away, harassed him..ppl harassing him in real life" "Even like me and Hasan, there's nothing that Hasan does and nothing that I would hope that at least he thinks that I do that warrants that level of escalation" "It is a chilling effect on anybody who would weaponize and use tools that way in the future and it opens them up for the possibility that they could be held legally accountable..reason why he's doing that isn't even necessarily for this situation..it's to provide a basically expectation that when u engage in legal actions there will be legal solutions..I completely agree with Ethan" "The message is that there should be real repercussions for somebody who is literally saying w no evidence that ur a p do that m-lst his children..there should be repercussions for somebody that maliciously weaponizes a gov service to take ur children away, it doesn't matter whether it wins..it matters whether it hurts, and it should hurt..doing that, that's not internet beef" "If this was happening to u..ppl harassing ur kids or ur parents..then trying to weaponize diff things to attack them..you'd prob have a very different outlook..not just for Charlie but for everybody..I like Charlie a lot but I think it's easy to say that when it's not happening to u..that it's litigious and not necessary when u haven't had ur reputation systematically destroyed for 3 yrs based off of not agreeing that Israeli's should be mindlessly m-rdrd at a concert..it's very easy to say that whenever it's not happening to u" "iDubbbz only retracted and apologized when he was being sued he even laughed off the C&D (read from chat)..ya iDubbbz isn't sorry, realistically ur prob not gonna be able to win a lawsuit against iDubbbz, I think the process is the punishment..u should not engage and put ur time into any of this stuff at all" "Pegasus said since Hasan spoke about him, his DMs are filled w racist d*ath threats (read from chat)..when u engage in this realm of these crazed leftist ppl, they will make d*ath threats..dox u, attack u in real life vectors..all kinds and forms of reputation destruction..try to terr*rize u..only solution to that is to terr*rize them..everything else they don't listen to..Ethan tried to be reasonable with these ppl for 3 yrs"

yeet

86,541 次观看 • 3 个月前