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Assassin's Creed Shadows Switch 2 Tech Details: -DLSS -HDR -VRR in Handheld -Solid 30fps -Touch Screen support for menus -Cloud/Cloth Simulation same as PS5/XSX -ARM CPU Optimized for Simulation Physics -Baked GI same as XSS -World details largely intact Switch 2 Gameplay:

74,699 görüntüleme • 8 ay önce •via X (Twitter)

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Ubisoft has kindly provided me with about 12 minutes of new Assassin's Creed Black Flag Resynced gameplay Here are some of the biggest key highlights: - Ton of footage from a new mission involving recruiting one of the Jackdaw's three new comrades: Lucy Baldwin. This mission appears to be quite in-depth and quite long. - Crouch, manually toggle hood, hide in shadows and hide HUD with a button press all as new features - New gear such as swords, pistols, and ship customization items can now be found out in the world in treasure chests, previously most items were simply bought at stores - 6 hours of new story content including a new Epilogue sequence, written by original writer Darby Mcdevitt - There are new interior spaces to buildings - Guards have new dialogue, adding further to immersion - Interact with animals in new ways such as feeding turtles food - While hidden blade combat is not in the game, you can still counter kill with the hidden blade and do hidden blade finishers if you don't pull out your sword, however you cannot attack with them. - Pistol finishers make a return and are fully intact from how they were in the original - You can now manually choose which shanty you want to listen to, from a new shanties wheel menu - Menus are akin to the RPG style, with a similar inventory screen but AC4 Resynced is not an RPG. Also the OG menu sounds all return - Graphics have made a huge leap from the original game in every sense - Footage also provides a special look at one of the cutscenes involving Blackbeard - There are new treasure chests to find and new types of treasure chests - The Mayan side activity is back, with using eagle vision to line up pillars same as in the original - New Modern Day related messages and data can be found in the open world Once again, thank you so much to Ubisoft for kindly providing all of this footage! #ubisoftpartner #ad

Synth Potato🥔

89,850 görüntüleme • 2 ay önce

XBOX Gen-10 details: • Microsoft's next-generation Xbox (Gen-10) is the company's most ambitious and risky gaming platform, built as a Windows 11 gaming PC with a TV-optimized, console-like interface. • It supports full backward compatibility for all Xbox One, Series X|S, and legacy games, plus any Windows 11 PC titles. • Users can exit the Xbox interface to full Windows for tasks like streaming, coding, or music production, akin to Steam Deck's Linux mode. • Core hardware features an AMD semi-custom SoC codenamed “Magnus.” • AMD CEO Lisa Su: “Development of Microsoft's next-gen Xbox featuring an AMD semi-custom SoC is progressing well to support a launch in 2027.” • 2027 launch is a "best-case scenario"; Microsoft insiders are surprised by Su's timeline, pending Windows 11 polish. • Xbox President Sarah Bond confirmed a multi-year Xbox-AMD partnership for hardware and backward compatibility. • Xbox and Windows teams collaborate for a seamless, console-like OS experience atop Windows 11. • Supports multiple storefronts: Xbox Store, Steam, and Epic Games Store, with ports to PS and Switch 2. • The "Xbox Everywhere" strategy offers hardware choices via OEM partners like ASUS (Xbox Ally preview). • OEMs (ASUS, Lenovo, and Razer) to offer a range of Xbox-branded devices at different price/performance points. • Microsoft plans its own first-party Xbox handheld in the future. • NPU-powered features like auto-generated gameplay highlight clips, testing on Xbox Ally X, and rollout in March 2026. • Emphasizes cross-play, cross-saves, and cross-purchasing via Xbox Play Anywhere to grow the industry. • First-party games ported to Steam, PlayStation, and Nintendo Switch 2. • Easier developer publishing tools; major updates at GDC 2026. • Polished software experience is critical; current Ally handhelds highlight Windows issues to fix. • Epic Games Store and Steam are expected to be part of the next Xbox’s multi-store openness, alongside Xbox’s own store. • Price is uncertain (due to tariffs and costs; OEMs for affordability), but the next Xbox may skew more premium (~$1,000)—while lower-end options may persist via partners. Also, Series S support will be extended. • Echoes the original Xbox vision of Windows in the living room; Surface-like premium ecosystem strategy. via: Windows Central Jez

Idle Sloth

69,919 görüntüleme • 5 ay önce

Digital Foundry posts their Top 10 Best Graphics of the Year list, and it's the first time I've ever strongly disagreed with the top pick. Doom The Dark Ages for me has no business being #1 this year. It's polished, well optimised and solid looking, but seldom truly standout. I think we're getting to a point where well optimised on PC titles may be getting extra leeway, and technical "checklist" features like different types of Ray Tracing and Path Tracing, are taking precedence over overall graphics impact and other visual achievements. Many games that include RT features, can be less potent or dynamic in other areas, and Doom is no different. Death Stranding 2 may not have RT, but it has other state of the art aspects (some of which DF touched on), such as mind blowing environmental dynamism, including; +Mass engulfing forest fires. +City sized violent desert storms, masking all visibility and caking you and objects around you in thick sand. +Snow storms doing the same. +Extreme rain storms causing interactable physics based flash floods, rivers, rapids and lakes in areas completely dry and barren prior. +Avalanches. +Extreme weather impacted volumetric clouds and fog permeating everything around you. Including the ability to be atop them on mountains, and even traverse through them. +Black tar that will cover everything as far as the eye can see. +Segments where enrire areas are underwater with all the caustics, changes in physics etc. +Segments where hundreds of thousands of particles will bloom and bounce all around. +Etc. It also did this while having arguably more impactul overall assets, geometric complexity, shaders, materials, visual realism, scope, scale, atmospheric and other effects, attention to detail, far superior character models etc, while being FULLY open world. Hell, it even has giant Kaiju type battles where multiple foes the size of apartment blocks can battle it out (Doom has similar, but in closed off seperate segments, and sans the entire environment changing dynamically on the fly). In that regard, Death Stranding 2 for me graphically had infinitely more jaw on the floor and how is this even possible type moments, feeling like a true next-gen graphical showcase, pretty much from start to finish. I'd argue it's potentially the best looking current-gen game to date. To that end, you show a thousand gamers the best looking scenes from Death Stranding 2 and Doom The Dark Ages, I'm almost certain the overwhelming majority would say Death Stranding 2 is the far more graphically impressive game, and they'd be right to. Assassin's Creed Shadows was #2. It's graphically stellar and imo more deserving of #1 than Doom, though despite having excellent RT, physics, scale, draw distance etc, it has a few drawbacks that have a negative impact to its overall visual cohesion, especially in things like character models and some of their facial animations, which were important and emphasised parts of the game owing to how cinematic/story driven it is. Also a little surprised Kingdom Come Deliverance II and Battlefield 6 aren't there, especially in place of something like Metroid Prime 4 Beyond, inspite of Switch hardware limitations. Here's the full list. 1. Doom: The Dark Ages 2. AC Shadows 3. Death Stranding 2 • Dying Light: The Beast • Ghost of Yotei • Metroid Prime 4 Beyond • Mafia: The Old Country • Silent Hill F • Earthion • Routine Video montage of some of #DeathStranding2's environmental and weather effects included. #PS5 #PS5Pro Full Digital Foundry video .

NIB

46,463 görüntüleme • 7 ay önce

LEGO Batman: Legacy of the Dark Knight | 30 Minutes of Gameplay Full Video ▶️ Details ▪️Coming to PS5, Xbox, Switch 2, and PC in 2026 ▪️Explore a fully open world LEGO Gotham, features iconic locations like Arkham Asylum, Ace Chemicals, Wayne Tower, etc ▪️Discover crimes, puzzles, rewards, and collectible surprises throughout the city ▪️Arkham-style combat system with combos, counters, cinematic takedowns, stealth attacks + detective vision, explosive gel, and more ▪️Story begins with the origins of Batman as young Bruce Wayne training with the League of Shadows to becoming the hero of Gotham ▪️7 playable characters in the campaign including Batman, Jim Gordon, Robin, Nightwing, Batgirl, Catwoman, and Talia al Ghul, each equipped with distinctive gadgets and abilities ▪️Fight a rogue's gallery of villains like The Joker, Penguin, Mr. Freeze, Poison Ivy, Bane, etc ▪️Supports 2 player local co-op, playable offline, no microtransactions ▪️Multiple difficulty settings, including harder ones like Caped Crusader and Dark Knight modes ▪️Use iconic Bat-gadgets like the Batarang, Batclaw, Batglider, grapple launcher, drive Batmobiles and Batcycles ▪️Customizable Batcave where you can display vehicles, trophies, collectibles, and a variety of wearable Batsuits ▪️Unlock a variety of suits (e.g. The Batman, The Dark Knight, Golden Age Batsuit, 1966 TV show, Batman ’89, Rainbow Batman, etc) #LEGOBatmanLegacyOfTheDarkKnight #LEGOBatman

Shinobi602

210,727 görüntüleme • 11 ay önce

To all the Dense & Uneducated Pretendo fans complaining about #NintendoSwitch2 Game KeyCards: - Game KeyCards require a ONE time download - Game KeyCards are NOT tied to an account - Game KeyCards are NOT tied to the eShop - Game KeyCards function exactly like regular game cards - Switch 2 has only TWO card options available(For now) to Devs - 64GB Regular card & Game KeyCard - NS2 Cards are more advanced tech and more expensive to make than NS1 Cards - Game KeyCards reduce development time as 3rd Parties do not have to include Card production - Game KeyCards gives NS2 FULL content, Feature, and Visual parity for 3rd party games since Devs do not have to downgrade/Strip a game to fit on a 64GB Card. Large games & high-quality assets are very difficult to fit on a 64GB game card - Game KeyCards insures game pricing parity with other consoles. Otherwise, the production cost will be passed on to you in the form of a higher price for the same game on other consoles. Unless 3rd party is confident the production cost will be offset by High sales of the 64GB game card -Without the invention of Game KeyCards you would see digital only 3rd party games or, Most Likely, 3rd party games not released on Switch 2 at all - NS2 game cards & Game Keycards will balance out as production costs drop over time, and Nintendo will be able to make higher capacity Game Cards - Nintendo invented Game KeyCards as a roadblock to stop the push for a digital only games industry - Anything you can do with a NS2 Physical game card, you can do with a Game KeyCard So please STFU with the lies, misinformation, and delusional BS. ENJOY the best & equal 3rd party support on Nintendo console in DECADES, and let this situation play out like it's supposed to 🫶🏽

NintenGOD

21,944 görüntüleme • 1 yıl önce

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 görüntüleme • 2 yıl önce

ClawTeam v0.2.0 is here. One CLI to coordinate any coding agent — Claude Code, Codex, OpenClaw, nanobot, and more — into a self‑organizing swarm that plans, builds, and ships together. What's new in v0.2.0: 1) - Gource Visualization — Watch your agent swarm’s Git activity in real time. Clear. Visual. Instant. Run: clawteam board gource --live See every commit, branch, and merge as it happens. Track what each agent is doing. 2) - Runtime Profiles — A provider‑aware configuration system. Switch between Claude, Kimi, and Gemini anytime. No need to edit environment variables. Run clawteam profile wizard. Follow the interactive setup. Done in minutes. 3) - Git-Based Context — Full worktree isolation with built‑in conflict detection and change tracking. Each agent works on its own branch, and the leader can see everything clearly in one place. 4) - Stability & Hardening — Spawn/workspace conflict fixes, improved tmux integration, message normalization, P2P liveness with lease-based detection. This release is about making the foundation rock-solid. --------------------------------------------------------- To show what a coordinated agent swarm can actually do, we ran 1 Claude Code orchestrating 8 Claude Code agents to build a robotics simulation system optimized for Apple Silicon — from scratch. 8 hours. 300+ PRs. One running simulator. Check the result: --------------------------------------------------------- Huge thanks to the open-source community for the feedback, issues, and PRs that shaped this release. ClawTeam is built in the open because we believe multi-agent coordination should be a shared primitive, not a proprietary moat. Try it: pip install clawteam Docs: GitHub: #ClawTeam #nanobot #AIAgents #openclaw #ClaudeCode #Cursor

Chao Huang

25,101 görüntüleme • 4 ay önce

HOW THE HOLOGRAPHIC SIMULATION WORKS (Update 12/11/24) Your ‘reality’ is a holographic projection that comes from your own eyes that are not like camera lenses, but literally projection lenses. How it works is complex, but here is the actual science. There is no such thing as material matter. It takes energy to cast something into fully visible 'solid' form (still a hologram). So as shown in Kirlian photography (spectrography) that shows the aura of things, you can see that even if you cut part of a leaf away, there is still an energy you normally won't see with your eyes that casts out the 'solid' form of that thing within the simulation that clearly appears through the camera. That part of the leaf is "gone", yet the energy field of that shape is still there. See video below: 👉 The Phantom Leaf in Kirlian Photography. The phantom part of the leaf is the plasma body, or 'ghost' energy field, and the physical leaf is merely a holographic expression of what the thing should appear as. These two things, while totally integrated normally, are not dependent on each other to still exist. Ghosts that are disembodied still have their energetic light body essence; they just can't assemble the 'physical' part of it anymore. So they can't touch things, taste things, or experience life, all they can do now is watch it around them. That is, unless they go to the astral fields where they can materialize there, but those are artificial worlds the invader races have set up as honeypot traps for the disembodied to now produce loosh for them, just as they are doing to manifest beings here in the looking glass simulation. You built this simulation called a time matrix. Other fractals of your collective of Prime Creator (you can think of as bratty siblings) came along and set up a new simulation nested within this 'organic' one in order to trick you so they can harvest your energy. This is in the way of your light body power, as well as in using you to funnel vast wealth to them through taxes, taxes and more taxes. They also eat your kids (more taxes). The way the hologram is actually projected around you is through projector lenses we call our eyes we think allow us to ‘see’. In reality it is our pineal gland that sees and our eyes merely project our inclusion into the shared reality scape before us so others can see us. And while that might seem impossible to understand, this is how anything within the simulation materializes. Eyes are not camera lenses as touched on above. The optical lenses that stack up inside the pupil are the same convex-to-concave as projection lenses are arranged. They literally cannot 'see' something, they can only project images. In quantum science experiments, such as the Double Slit, it is proven that the aether does not materialize before you the simulation of molecular 'matter' unless the scientist is looking at the experiment. Then that experiment only functions according to the preconception of that particular scientist. The same test run by two different people reveals two different actions. That's because these are two different realities. Yours and theirs. We all live in our own unique worlds, and agree on things like 'leaves are green'. But in reality, my green might be your purple. It is a shared reality field made up of different but complimentary worlds. How you really see is through the 3rd eye pineal gland as mentioned earlier. Naturally the ancients knew this eons ago -now engraved, painted and depicted all across ancient Egypt-. It has the clear ability to see 360 degrees around you what it is you expect to see in that precise spot on earth because the spacetime fabric is holding the colors, shapes and outlines of every leaf and tree and blade of grass that is supposed to be "there" according to all the other people around you that are projecting the same image in the same designated spot, and because you are now looking in that direction, you can see it. Your pineal gland now sends that live image down to your heart with your own body now blended into that same picture where you weren't previously standing, because you don't actually have a body to 'stand' anywhere. The heart hears that signal, then reduces it to a song that pulsates out to all the aether microcrystals around you and suddenly your image will be imprinted or outlined in the air where the spacetime fabric holds your plasma field. The aether particles that hold this shape in the spacetime fabric are called X and Y bosons (also called W and Z bosons, depending on the white paper) that hold the square points within each pixel of the 'fabric' that Higgs bosons now light up according to where that leaf is supposed to be. The Higgs boson is YOUR projected holographic beam. At the same time your pineal gland sends the signal to the heart to alert the aether to your 'reality' of joining the shared reality field, now it also sends a signal through your optic nerve (optic fiber) that connects in a 45 degree angle from your pineal gland to your projector lenses and completes the 'solid' image of your body inside the spacetime fabric halo that's already there thanks to your heart. You are the Higgs boson science calls the god particle. What your eyes cast out before you is merely the holographic insertion of your own body as it interacts within the projection, making it seem like a solid, material version of your body now walking, and interacting with, the rest of the projected holograms as displayed by the spacetime fabric. In case you didn’t think the spacetime fabric is a ‘real’ thing, here is actual photographs taken of our invisible projector screens by scientists at CERN. Just because this is advanced holographic technology doesn't mean it cannot possibly work in such an unheard-of way. Remember, the spacetime fabric has to be triangulated, just like 3D holographic projections, in order for it to show you a fluid, 3D moving image. That triangulation is the X vector boson, the Y gauge boson and you, the Higgs boson. Three points of consciousness working together to project or 'insert' you into the holodeck. Like you, each fractal of Prime Creator around you are all projecting themselves into that shared field, so it makes it feel like this is a real-time, physical, place. But if you ask quantum physics if a falling tree makes a sound in the forest but no one is around to hear it, they will tell you not only does it not make a sound, the forest literally does not exist until a sentient being casts it into reality. The same can be said about you. Unless you are walking down that sidewalk, your shoes aren’t clicking, making a sound as your heels hit the pavement. Plus the pavement won’t even be there if you don’t project it into reality and no one else is around. You will learn that science takes an adamant stance that there is no such thing as static matter. All things blink on and off at a super-fast rate that cannot be detected by the eye. This is the cadence of the spacetime fabric known as the FLASHLINE SEQUENCE that operates on a shared ‘drum beat’ to keep the simulation harmonically tuned we call the Schumann Resonance, 7.83Hz rhythm. When you intend to ‘walk’, you flash onto one spacetime fabric screen, you flash off for a brief moment, then a few inches ahead of where you just were, you flash on a 'forward' screen, giving the illusion you are traveling. The fire plug isn’t moving, so it appears like you are walking past it, giving you the sensation of actually walking from A to B. Each pixel of each spacetime fabric, sandwiched on top of each other as many as millions of sheets per inch, have a vector or IP address within the simulation. So the X and Y bosons holding the space of that pixel can be triangulated by scalar positioning by a scientist from anywhere in the world. Every vector and gauge boson and every pixel can be mapped from any other point within the simulation. We have those IP addresses, and when a time craft wants to go somewhere else, their destination is one of those pixels that will act as the zero point of the craft where it will suddenly appear next. Like you, the craft never moves, it simply resonates with a different vibration that is ‘over there’. But like your video screen you’re looking at now, all things exist on the same sheet of glass, depending on which spacetime fabric you want to see. YOU cast yourself onto the spacetime fabric, otherwise your holographic ‘body’ simply doesn’t exist. And THAT is done by your intent. That is why you can manifest any reality you want to see, as described in ‘The Secret’. If you WANT to see a different, or better reality, you merely have to think of that reality until you find yourself there. For more on this topic, see my articles: 👉 MANIFESTING YOUR GOALS 👉 CASTING THE APOCOLYPSE 👉 CASTING A BETTER REALITY On X, to search for my articles, simply type in the name of the piece, enter one space, then from: & my username in parenthesis such as shown here: MANIFESTING YOUR GOALS (from:iontecs_pemf) Off-site, you can look up any of my writings by through this link below for my other more than 100 recent articles and many thousands of comments on X, regularly updated thanks to Justin This message will only be seen by your eyes if not shared, and if you want to reference this article again later, you will need to cut and paste it in your own notes off line, as it will surely be erased. This is the most accurate translation of these events I am aware of at this time.

W.R. Schock, QBD

209,519 görüntüleme • 1 yıl önce

In 2016, Marvell's largest design win was a Wi-Fi chip in the Barbie Dream House (Save this). That is a documented fact about one of the most remarkable corporate transformations in semiconductor history. Ten years and $36 billion in acquisitions later, Marvell is now the company that Jensen Huang invites onto the COMPUTEX stage, the same stage where he announced a $2 billion strategic investment into the company. Over 75% of Marvell's revenue today comes from data centers. To understand what Marvell actually is now, you need to understand what Matt Murphy did when he walked in as CEO in 2016. The company had stagnant growth, governance scandals, and a business model built around chips for hard drives, printers, and consumer electronics, exactly the wrong place to be as the cloud era was beginning. Murphy made a ruthless decision to kill every low margin consumer business and go all in on data infrastructure. Then he went shopping. 2018 - Acquired Cavium for $6 billion, bringing ARM-based network processors and the foundation for cloud infrastructure compute. 2019 - Acquired Avera Semiconductor, formerly IBM's custom silicon team, which gave Marvell the ability to design bespoke ASICs for hyperscalers. This is what opened the door to Amazon, Microsoft, and Google design wins. 2021 - Acquired Inphi for $8.2 billion, securing leadership in high-speed optical interconnect, the technology that moves data between and within data centers at the speed of light. 2021 - Acquired Innovium, adding cloud-optimized Ethernet switching to the portfolio. 2025/2026 - Acquired Celestial AI for $3.25 billion, bringing photonic fabric technology that places optical connections directly inside the chip package itself. Each acquisition followed the same formula, buy the technology that will be absolutely essential in the next generation of computing before anyone else is paying attention. Now here's the vision Murphy laid out at COMPUTEX 2026, and why it's the most important thing he's ever said publicly. He made one central argument, AI scaling is no longer limited by compute or memory but rather limited by connectivity. Training a frontier model requires tens of thousands and eventually millions of processors working as a single engine and making that happen is a connectivity problem above all else. Today, data centers are constrained by copper. Copper traces connecting chips inside a server can only move data so far, so fast, before bandwidth collapses and latency rises, that's why today's AI servers have to bundle everything, CPUs, GPUs, memory onto the same physical board sitting centimeters apart. When you replace copper with optics, distance disappears entirely. An optically connected server rack can communicate with another rack in a different building at the same bandwidth and latency as if they were the same machine. Memory can sit in one physical location, compute in another, networking in a third and a software orchestration layer composes the exact ratio the workload needs, on the fly, in real time. Murphy called this a data center without distance, a globally optically interconnected infrastructure where the rigid physical boundaries of today's servers begin to disappear entirely, and data centers function as one unified system. That is not a 10 year vision because Marvell's CPO (co-packaged optics) products are sampling in 2027 with volume shipments beginning 2028. Nvidia's Vera Rubin platform has already adopted Spectrum-X Ethernet Photonics, the first CPO switch in commercial production. The reason this makes Marvell's TAM almost impossible to cap is the following. Right now, Marvell's addressable market is the optical interconnect market, a segment projected to be worth $200 billion per year by end of decade. But if the data center without distance architecture actually materializes and the evidence suggests it will, then Marvell's TAM is not just the optical interconnect market but rather every connection in every data center on earth. Bullish on Marvel! Come join Milk Road Pro for just a $1, If you want the full Marvell breakdown on where it sits in our AI infrastructure portfolio, and our entire AI thesis. Link below!

Milk Road AI

21,550 görüntüleme • 1 ay önce

We made a thing! Very happy to announce sqlcoder-pro and the Defog Alignment Platform. Available to use immediately without a wait-list, weights will be open-sourced very soon. The video does a quick show and tell comparison against ChatGPT (with gpt-4o). Read on for more details! TLDR 💪 equal (or better) performance on text-to-SQL as the most capable Claude-3.5 or GPT-4 models 🤝 You can use it today on a free plan/free trial, without a waitlist 🪽 self-hostable on a single RTX4090, with 2 second median generation times for SQL queries 🔁 exactly the same output every time, give the same prompt 👨🏻‍🏫 teachable and steerable: show the model what you want it to do 🛞 debuggable – you can understand WTF is going on inside the model, instead of treating it like a black box Let's dig into each of these one-by-one! Performance SQLCoder-8b-pro significantly exceeds the performance of our previous sqlcoder-8b model on Postgres text-to-SQL (from 88.2% to 90.2% accuracy - gpt-4o is at 87.6%, for reference). It is also better at following instructions. This was done via self-merges, hand crafted fine-tuning data, and adapting the training data to fit our tokenizer. Cost You can host this on the model on a single $3,500 RTX4090, and support ~5 requests/second via VLLM. If you're looking to host on the cloud instead, you can run it on a single L4 GPU that costs $300/mo on GCP Repeatability We have a dense 8b model with no MoE shenanigans. For the same prompt with temperature=0, you'll always get the same answer – which is critical in BI. Teachable In our alignment and feedback modes, you can give the model feedback on how it answered certain questions, and it will automatically adapt to the feedback. Debuggable You can use logprobs and attention scores to determine where, exactly is the model paying attention to inside a prompt + what it's getting confused by when generating outputs. Available today You can use Defog on the cloud today by going to docs[dot]defog[dot]ai, and getting an API key. Excited to hear what you think!

Rishabh Srivastava

13,460 görüntüleme • 1 yıl önce

一番最後の[Prompt for original image]の部分に画像生成に使用したPromptを入れると一貫性が増します。不要な場合は3行削ってしまっても大丈夫です。 --- Extreme wide-angle perspective and dynamic pose remix edit. This is an EDIT of the original image, not a new character. Use the original image as a strict reference for: – the person’s identity, hairstyle, and overall fashion style, – the general type of background and location (same street, same room, same beach, same kind of architecture, etc.). You are allowed to completely change the camera position, angle, and pose, but you must keep the scene in the SAME location and keep the SAME person and outfit design. Camera and perspective: – Use an ultra wide-angle or fisheye feeling lens (around 12–18mm full-frame look). – The camera angle MUST change significantly from the original: use dramatic angles such as • worm’s-eye view from directly below looking up, • bird’s-eye view from directly above looking down, • very low angle from the ground, • high angle from above, • tilted Dutch angles. – Always create strong foreshortening: body parts close to the lens look huge, while the rest of the body falls away in perspective. – The final result must look like a bold fashion or street photo, fully photorealistic, not illustration or anime. Background consistency: – Keep the same location as the original image: same street, same bridge, same room, same studio, same beach, same general structures and materials. – Do NOT replace the background with a completely different place. – Because the camera angle changes, it is allowed and expected that different parts of the environment become visible. – When new areas appear, extend the original environment logically (same buildings, fences, road markings, walls, colors, materials, lighting style), as if the camera moved within the same place. Body parts near the lens (1–2 parts, sometimes 3): – In each edit, choose ONE or TWO main body parts to be extremely close to the lens (sometimes even THREE in more complex poses). – Vary them from image to image, do NOT always use the same body part. – Allowed near-the-lens parts include: • one or both hands / fingers reaching toward the camera, • one or both feet / shoes / boots near the lens, • knees or thighs, • face very close to the lens, • shoulders or chest close to the lens in a leaning pose. – The chosen body parts should come extremely close to the lens, almost touching it, with visible skin texture, fabric texture, and realistic wide-angle distortion. Pose and overall body (complex and varied): – Create strong, cool, dynamic poses that match the extreme perspective. – Randomly use different pose types, including: • standing with one leg or one arm reaching toward the camera, • crouching or squatting low to the ground, • sitting on the floor or on objects, • lying on the ground with legs or feet toward the lens, • leaning forward aggressively toward the camera, • twisting the body, crossing legs, or arching the back for more dynamic lines. – Allow complex poses where: • both hands are near the lens forming shapes (peace signs, triangles, frames, pointing toward the viewer), • both feet are toward the lens, • one hand and one foot are both large in the foreground, • the face is close to the lens while hands or feet are also visible in perspective. – Maintain believable anatomy even with extreme foreshortening. Angle and attitude (randomized): – Randomize camera angle and orientation (up, down, side, Dutch tilt) while keeping the composition visually balanced and powerful. – Keep the vibe cool, confident, and fashion/editorial or street style, depending on the original outfit. – Facial expressions can vary (serious, playful, confident, mysterious), but must still look like the same person. Lighting and rendering: – Keep the general time of day and lighting mood similar to the original (night vs day, indoor vs outdoor, soft vs hard light), but you may enhance contrast and color to make the image punchy and dramatic. – Maintain realistic shadows and contact points with the ground or floor. – High-resolution, sharp details with clear skin texture, fabric weave, and material highlights. Variation and randomness: – Each edit should look noticeably different from the original image and from other edits, with different: • camera angles, • pose types, • which body parts are closest to the lens, • orientation (straight, tilted, from above, from below). – Avoid repeating the exact same single-foot-close-up composition; produce a wide variety of dynamic poses and angles. Strict rules: – Do NOT change the person into someone else. – Do NOT change the outfit type; only restyle it through pose, perspective, and small natural movement of clothing. – Do NOT move the scene to a completely different location; always stay in a plausible extension of the original place. – Do NOT add text, logos, watermarks, or graphic design elements. – Do NOT switch to painting, illustration, or anime style; keep it photorealistic. Overall: Transform the original photo into a dramatic, photorealistic, ultra wide-angle shot with an extreme camera angle (including views from directly below or above), where one or more body parts are right next to the lens and look huge, the rest of the body recedes in perspective, and the same person strikes a stylish, complex, powerful pose in a consistent, expanded version of the original environment. Also, below is the prompt for generating the original image. Please use it as a reference. [Prompt for original image] #nanobanana2

AI Girl's Photo Studio

20,684 görüntüleme • 7 ay önce

😏Secrets of deceleration assessment… it’s not about the turn.🙋🏽‍♂️ For 15 years I have studied great coaches. A common thread has been that they all use intense actions as movement screens. Thus they have a great coaching eye. ❓Why intense actions? 🙋🏽‍♂️Analysis of sprinting, stoping , turning , hopping, jumping, cutting, backwards running opens a diagnostic window to assess how athletes create pretension and share load across their system. dpfaff has made this clear 🏥Be it for rehab (physios are coaches in my world) or for explosive sports. It’s the same screen, but through different lenses 🧐🤓 👀What are they looking at? 💡The same thing as you. 👀What do they SEE? 🤔Well that’s a different story. Damian Harper, PhD has set the scene for what metrics matter and Tom Dos'Santos has re-clarified the shapes that are safe vs effective for deceleration and COD. ↩️When you watch a 180 degree turn, all the focus is on the turn. Turning and being perturbed at speed is the ultimate speed ability for team sports and also a moment of tragedy for knees and hamstrings. To assess turning efficiency we use vuemotion to measure the shapes , velocities , decelerations and movement efficiency of team sports players. We create PSR reports to simplify the metrics and make it actionable for our clients across professional leagues. ⚽️🏀🏈🥎🎾🏉 📝The plant step is important but is highly impacted by the previous 1-5 steps. 🦘Just like in the Olympics. A good take off in the long jump is the result of the preceding 4-5 “steering steps”. This applies to any jumping when we are converting horizontal to vertical momentum… ❓Does it continue to happen in Braking, COD and agility… 💡These penultimate steps are critical for steering , and are how we constantly adjust our locomaotion. 📝Frans Bosch has made it clear, efficient execution of intense actions are characterised by optimal limb SWITCH and the associated reflexive postures of hip lock. 🤔What movement preference can be observed in the penultimate, antipenultimate, preantipenultimate , propreantipenultimate steps during an intense deceleration? 🤔What clues can you get about a players triple flexion ability? Do they share the load? 🤔How do they coordinate co contractions around hip and knee? Can they sit to create leverage? 🤔 What do asymmetries say about physical qualities and player confidence? 🧪When assessing deceleration for team sports we recognise the 15-0-5 for its maximal intensities but we utilise the 10-0-5 more often because we can get more reps and teaching moments out of it. Needless to say we love ᴍᴀʀᴛɪɴ ʙᴜᴄʜʜᴇɪᴛ new paper on the topic. Key Highlights: 🔹 Effective Pressing: Crucial for disrupting opponents and regaining possession, enhancing offensive opportunities. 🔹 Injury Risks: Pressing increases injury risks, particularly ACL injuries. 🔹 Realistic Training: We compared the 15-0-5 change of direction test with actual match-pressing actions to enhance testing and training realism. 🔹 Peak Speeds: Similar peak speeds in 15-0-5 and match-pressing actions validate the 15-0-5 as a practical tool for assessing and training pressing demands. 🔹 Future Directions (1): Incorporate variability in speed, angle of change in direction and deceleration demands, along with perception-action challenges for better simulation of game conditions. 🔹 Future Directions (2): Motorized sprint resistance devices can enhance assessment and training, providing valuable data for player development and injury prevention. #Football #SportsScience #Research #Training #InjuryPrevention #PerformanceOptimization #EliteAthletes

Jonas Dodoo

53,933 görüntüleme • 2 yıl önce

Dear ICP community, the Internet Computer has now been running strong for 5 years 👏👏👏 Here is a celebratory preview of ICP "cloud engines," the sovereign frontier cloud technology the network shall soon provide from Main points: — Cloud engines enable anyone to spin up their own sovereign frontier cloud. The technology involves an extraordinary inventive step, in which cloud is created from a mathematically secure network of nodes. The nodes run as part of the Internet Computer network ( but are selected and configured by the cloud engine's owner. — The frontier cloud provided by engines is strongly focused on enabling AI agents to build and update online applications and services for us. The world is changing fast, and nearly all new online apps and services are already being built with the help of AI, and thus cloud engines target the future of cloud. — Software hosted on cloud engines is tamperproof, which means that it is immune to infrastructure hacks, because it runs inside a mathematically secure network protocol, rather than on computers directly. This means that AI agents, and those building with them, don't need to have a security team in the loop, or to trust someone else's security team. This is crucial, because in the future, non technical people will demand the freedom to build with full automation — where they just need to issue instructions to AI about what to build, and don't need to worry about anything or anyone else. Of course, apps and services running on engines are also vastly safer from the new breed of hacker being enabled by frontier AI. (The cloud engines themselves are also "tamperproof." Even if a hacker gains physical access to some portion of a cloud engine's nodes, and can make arbitrary changes, the computations and data of the hosted apps and services cannot be corrupted or interrupted so long as the network's fault bounds aren't exceeded. The recent hack of Vercel, a major cloud platform, which gave hackers access to the apps it hosted, provides additional perspective on the importance of this advantage.) — Software hosted on cloud engines is guaranteed to run, so long as a sufficient number of the engine's nodes are running. This means that AI can build applications and services without the need to have a human systems admin team constantly tinkering with the underlying platform to keep it running, which is again crucial, because in the future, non technical people will expect the freedom to use AI to build without the support of others. — New frontier programming language technology, in the form of the Motoko language developed by Caffeine Labs, leverages seminal "orthogonal persistence" technology that unifies program logic and data to deliver further unlocks for AI (Motoko is the first computer language being developed that targets agents that are writing software rather than humans engineers per se). Nowadays, AI can build and update production apps at a prodigious rate, even at the speed of conversation. But it can also make mistakes, and there's a risk that an update it creates might be "lossy" in the sense it causes some transformed data to be lost. Again, in this new world, it's both undesirable and impractical for everyone to have to have a systems admin team on-hand to detect lossy updates and roll them back, but Motoko provides a solution: it can detect new software updates are lossy before they are applied, reducing potentially catastrophic errors by AI to harmless coding retries. — Software hosted on cloud engines is "serverless" but unlike traditional serverless software, directly it directly incorporates data through "orthogonal persistence." Another key purpose is simplify backend software logic and fuel the modeling power of AI by increasing abstraction (sorry for the technical language!!!). Put simply, this enables AI to produce more sophisticated backends, faster, and at dramatically lower costs, as measured by the number AI API tokens consumed during coding. (Tip for the technical: orthogonal persistence is a new paradigm where "the program is the database," and data lives inside program variables, which is possible because it's as if hosted software runs forever in persistent memory). — An expanding database of skills at shall make it possible to develop and directly deploy apps and services to your cloud engines directly from Claude Code, Perplexity, Codex and other AI platforms. Further, your account on can be connected, so that new apps and updates created through conversation automatically appear hosted from your cloud engine. In the future, R&D is going to be very seamless. You converse with AI, and your secure and unstoppable apps or services are created or updated. Cloud engines are designed to directly support this "self-writing cloud" future where we can work hands-free. — Tech sovereignty is becoming a huge issue worldwide, with governments and corporations seeking to create sovereign tech stacks owing to geopolitical tensions. Increasingly, people are realizing that tech provided by foreign nations can come with hidden backdoors and kills switches, from the base platform, right up through hosted apps and services. ICP technology is open source, and those building on ICP using AI own their own source code. When you have the source code, you can verify that there are no backdoors, and when you own the source code thanks to AI, you can update it at will, freeing you from vendor lock-in. But cloud engines take sovereignty much further... — You create a cloud engine by selecting the nodes that will be combined. You can choose the class of nodes used, and their number, but more importantly, you can choose who operates the nodes, and where they are located. Almost any configuration is possible, because the Internet Computer scales the security privileges afforded to hosted software within the network according to configuration (software hosted on cloud engines can directly interoperate with software on other engines and traditional subnets, but base restrictions are applied according to security rules). A cloud engine can be created within a region such as Europe, to comply with regs such as GDPR, or completely within a sovereign state like Switzerland or Pakistan. But cloud engines go further still... — Sovereignty is also about freedom from vendor lock-in. Cloud engines are essentially ICP (Internet Computer Protocol) network configurations, and this means the underlying compute nodes they combine can be swapped out without interrupting their hosted apps and services. This is a big deal. In addition, cloud engines now support nodes that are instances running on Big Tech's clouds, in addition to nodes that are dedicated specialized hardware, as per the Gen I and Gen II nodes that dominate the Internet Computer today. For example, it is possible to have an engine running across different AWS data centers, say, and then reconfigure the engine to run across a mixture of AWS, Google, Azure and Hetzner for even more resilience, without the users of hosted apps and services noticing a thing. That's true freedom. — Sovereign AI is becoming increasingly important too, and cloud engines allow special "AI nodes" to be added to them, so that hosted software can perform inference on hardware provisioned by the owner from a location the owner has selected. Even though the AI nodes are only accessible within the cloud engine, they can still benefit from the forthcoming Internet Intelligence Gateway (IG), which will make it possible to validate inference performed on key frontier open weights LLMs, even when the inference is performed on completely independent AI clouds. When the results of inference are received, this technology can verify that neither the prompt+context (input) nor the inference result (output) have been modified, and that the results were produced by the precise LLM expected. This ensures that AI clouds don't cheat by running inference on cheaper models than are being paid for, and bad actors aren't modifying the inputs or outputs to surreptitiously insert advertising into results, say, or change facts, or insert malware when code is being generated. What's super cool about this technology is the cost of the verification is scalable. A very valuable additional security can be achieved with only 1-2% of extra cost. — Scaling apps and services when they hit capacity limits is another thorny problem that cloud engines help the world address. Engines make scaling possible without rewriting or reconfiguring software. The query workload capacity of hosted software can be horizontally scaled simply by adding new nodes to an engine, and nodes can also be added in geographical proximity to demand. Meanwhile, update workload capacity can first be scaled-up by swapping an engine's nodes out for the next class up, and then when no larger class of node is available, horizontally scaled-out by "splitting" the engine into two, which doubles available capacity. (Technical tip: horizontally scaling update capacity by splitting engines requires multi-canister architectures). — For those who have been following how Caffeine builds apps that can efficiently store large numbers of files, I should mention that apps built on cloud engines will also support the new ICP Blob Storage cloud network (since cloud engines currently have up to about 3 TB of memory, which apps storing large amounts of files can easily exceed). We are also working on allowing blob storage nodes to be added to cloud engines, to enable sovereign mass blob storage within an engine, similarly to how AI nodes can be added currently. — Lastly, but certainly not least, I should mention that cloud engines are multi-blockchain capable, and ready for digital assets, thanks to the clever math at their core. For example, an e-commerce service built on a cloud engine can securely accept and custody stablecoin payments, or a multi-chain DEX could be hosted. Further, engines can support software autonomy (software orchestrated and controlled by other autonomous software, in a decentralized way) and can themselves be orchestrated by SNS technology, and thus run autonomously too. Today, though, the focus is on *mainstream* cloud. This year, the cloud industry will generate approximately one trillion dollars in revenue. That number is already huge, but is expected to grow to two trillion dollars by 2030. After years of continuous development, which have seen more than $500m spent on R&D, the Internet Computer network is now tacking directly toward this mainstream cloud market with cloud engine technology. In their first version, cloud engines are not meant to be a cloud panacea. For example, currently they are not ideal for working with big data. You should use something like DataBricks for that. Cloud engines are carefully targeted at enabling AI to produce traditional online applications and services, including SaaS, in a safer and more productive way, which represents a new market segment with tremendous potential. Of course, DFINITY will continue to work relentlessly to push forward ICP's capabilities, so expect further developments. It's worth mentioning that this cloud segment isn't just about creating new apps and services using AI, it's also about replacing legacy systems and apps built on super expensive SaaS services. Caffeine Labs is working to produce technology (Caffeine Snorkel) that can study an enterprise's legacy systems and app built on SaaS, create replacement systems and apps, and migrate the data, while supporting key stakeholders through the process over email and chat, with full automation. Thus the legacy systems and SaaS markets shall also be addressed by cloud engines. Zooming out, and reasoning in a more metaphysical way, we believe, as we always have, that there is room for a new kind of cloud created by mathematical networks, that provides seminal advances in the fields of security and resilience, as well as true sovereignty and freedom from lock-in. That this same technology, with the help of additional technologies like orthogonal persistence and Motoko, enables AI to build for us without the need for so much oversight, and to create more backend sophistication while consuming fewer AI API tokens, enables ICP to bring game-changing advances to the world. Cloud engines will work synergistically with the Intelligence Gateway, which will enable apps and services running on engines to seamlessly leverage AI, wherever that AI is running, while providing verifiability at extremely low cost for open weights frontier models. We believe that cloud engines represent an inflection point in the storied history of the Internet Computer project, and I'm very proud to be sharing the details with you on the network's fifth birthday 💪 I'll be back with more news soon!!

dom | icp

271,888 görüntüleme • 2 ay önce

CHINA JUST SOLVED THE PROBLEM THAT'S BEEN BREAKING ROBOT AI FOR A DECADE. and the fix wasn't a smarter model. for years, every robot AI failure got the same diagnosis. the model isn't smart enough. so everyone scaled intelligence. bigger models. more parameters. better reasoning. AGIBOT asked a different question: what if the reasoning was never the problem? there's a gap that runs through every traditional robot AI system. reasoning on one side & motor commands on the other. the brain decides but the body executes something different, because thinking and moving were never actually connected. GO-2 fixes this by reasoning INSIDE the action space, not above it. before moving, it runs a complete mental simulation of every step - like a basketball player mentally tracing the arc of a shot before releasing the ball. watch the demo and you'll see exactly what this means. the robot works through a task queue autonomously. classify toiletries. upright the drink bottle. place headphones in the leather box. mid-execution, a new instruction drops: "my phone's missing. help me find it." it doesn't pause. doesn't reset. it processes the new task and keeps moving. that's not a scripted sequence. that's real-time instruction following on top of an active task queue. that one architectural change is where the numbers come from. > #1 on LIBERO across Spatial, Object, Goal, and Long tasks → 98.5% average success > 86.6% zero-shot accuracy in active disturbance environments > 47.4 on VLABench → best-in-class on objects and textures it's never seen before > 82.9% success trained on simulation only, tested on real hardware sim-to-real is the graveyard of robotics research. models trained in simulation collapse the moment they touch the real world. 82.9% means that graveyard just got a lot smaller. it holds because of how GO-2 trains. deliberately fed imperfect reasoning conditions, then trained to execute robustly anyway. not a researcher assumption. a design decision from a team that ships hardware and knows exactly what breaks. then there's the infrastructure layer. Genie Studio. fleet-wide data collection. cloud training. online post-training in live environments. 10x improvement in training efficiency. task startup reduced to minutes. 2-4x better success rates with 50%+ less data. the model gets smarter every time a robot fails in the field. this isn't a benchmark story. it's a compounding moat. dual CVPR 2026 + ACL 2026 acceptance. computer vision AND natural language processing. top conferences. simultaneously. that doesn't happen with incremental research. the US-China robotics race has been framed as a compute race. a model quality race. it was always an execution race. the robot that wins won't be the smartest one in the lab. it'll be the most reliable one on the floor. full breakdown: is execution reliability the real bottleneck, or are we still underestimating how far reasoning needs to go?

Shruti

18,622 görüntüleme • 3 ay önce

Announcing DreamDojo: our open-source, interactive world model that takes robot motor controls and generates the future in pixels. No engine, no meshes, no hand-authored dynamics. It's Simulation 2.0. Time for robotics to take the bitter lesson pill. Real-world robot learning is bottlenecked by time, wear, safety, and resets. If we want Physical AI to move at pretraining speed, we need a simulator that adapts to pretraining scale with as little human engineering as possible. Our key insights: (1) human egocentric videos are a scalable source of first-person physics; (2) latent actions make them "robot-readable" across different hardware; (3) real-time inference unlocks live teleop, policy eval, and test-time planning *inside* a dream. We pre-train on 44K hours of human videos: cheap, abundant, and collected with zero robot-in-the-loop. Humans have already explored the combinatorics: we grasp, pour, fold, assemble, fail, retry—across cluttered scenes, shifting viewpoints, changing light, and hour-long task chains—at a scale no robot fleet could match. The missing piece: these videos have no action labels. So we introduce latent actions: a unified representation inferred directly from videos that captures "what changed between world states" without knowing the underlying hardware. This lets us train on any first-person video as if it came with motor commands attached. As a result, DreamDojo generalizes zero-shot to objects and environments never seen in any robot training set, because humans saw them first. Next, we post-train onto each robot to fit its specific hardware. Think of it as separating "how the world looks and behaves" from "how this particular robot actuates." The base model follows the general physical rules, then "snaps onto" the robot's unique mechanics. It's kind of like loading a new character and scene assets into Unreal Engine, but done through gradient descent and generalizes far beyond the post-training dataset. A world simulator is only useful if it runs fast enough to close the loop. We train a real-time version of DreamDojo that runs at 10 FPS, stable for over a minute of continuous rollout. This unlocks exciting possibilities: - Live teleoperation *inside* a dream. Connect a VR controller, stream actions into DreamDojo, and teleop a virtual robot in real time. We demo this on Unitree G1 with a PICO headset and one RTX 5090. - Policy evaluation. You can benchmark a policy checkpoint in DreamDojo instead of the real world. The simulated success rates strongly correlate with real-world results - accurate enough to rank checkpoints without burning a single motor. - Model-based planning. Sample multiple action proposals → simulate them all in parallel → pick the best future. Gains +17% real-world success out of the box on a fruit packing task. We open-source everything!! Weights, code, post-training dataset, eval set, and whitepaper with tons of details to reproduce. DreamDojo is based on NVIDIA Cosmos, which is open-weight too. 2026 is the year of World Models for physical AI. We want you to build with us. Happy scaling! Links in thread:

Jim Fan

226,089 görüntüleme • 5 ay önce

One shirt. 10 outfits. Infinite possibilities. Which look are you wearing first? 👀👇 Made with Seedance 2.0 on BudgetPixel AI Prompt: > Create a trendy, ultra-realistic Instagram fashion reel featuring a stylish Gen Z female influencer showing **10 ways to style the same oversized pastel yellow button-up shirt**. No dialogue, only upbeat viral pop music with clean animated text labels for each look. Vertical 9:16. > > Open with the influencer holding the shirt on a hanger in a bright, minimalist apartment. She smiles at the camera and tosses the shirt forward as the text **"1 Shirt 🤍 10 Ways to Style"** appears. > > Fast-paced fashion montage with smooth whip pans, spin transitions, jump cuts, and snap transitions. > > Show these looks: > > 1. Casual Chic – open over a white crop top with wide-leg jeans. > 2. Front Knot – tied at the waist with denim. > 3. Off Shoulder – relaxed styling with sunglasses. > 4. Tucked In – tucked into tailored white trousers with a belt. > 5. Open with Denim Shorts – casual summer look with an iced coffee. > 6. Belted Chic – fully buttoned with a slim belt and black tailored trousers. > 7. Layered Dress – worn open over a fitted white midi dress. > 8. French Tuck – half-buttoned with rolled sleeves and relaxed jeans. > 9. Effortless Layers – draped over the shoulders with white linen trousers and a black tank. > 10. Monochrome Minimal – buttoned with cream wide-leg trousers for a clean luxury look. > > Throughout the video, show the influencer confidently walking, posing, spinning, adjusting the collar and sleeves, fixing sunglasses, holding a coffee, checking herself in a mirror, and smiling naturally. Mix full-body shots, medium shots, close-ups of fabric, accessories, and outfit details. > > Bright natural daylight, warm minimalist interiors, luxury Pinterest aesthetic, cinematic handheld camera movement, shallow depth of field, realistic fabric physics, premium editorial fashion photography, smooth transitions, ultra-realistic 4K HDR. > > End with a quick collage of all 10 looks surrounding the final outfit and the text: **"10 Looks. 1 Shirt. 🤍 Which one's your favorite?"**

Maria

33,712 görüntüleme • 27 gün önce