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Look Up 0.82beta is OUT Major visual upgrade 🌦️ New weather system (clouds, storms, time cycle!) 🎨 Muuuch Better textures (Muse, Gaiarche, Katsu...) ⚡ 2× framerate (Wombyrinthic optimized!) Download & support on Patr3on/giantesstina #SizeTwitter #Giantess #LookUpTheGame

11,031 次观看 • 1 年前 •via X (Twitter)

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2025.07.01 bi-weekly update here’s what we’ve built, shipped, and trained this past week: TRADING CAPABILITIES + agent-based txn execution engine now supports Meteora (DBC, DLMM, DYN, DAMM), Raydium (CLMM, AMM, CPMM), and Orca 🌊 (CLLM, VP, CPMM). we're now compatible with nearly every major liquidity layer on Solana. + DCA and limit orders now available to use through our agentic/natural language interface. + execution is faster, leaner, more reliable; optimized based on real closed beta usage. AGENT SWARM + A2A (agent-to-agent) finalized; based on Google's new open framework. it enables dynamic coordination between agents, deeper reasoning, better memory, and more human-like flow. + TraceGraph (diagram/chain-of-thought-like) UI is now deployed. users now see how Aya (and others) think and collaborate together. visualizes multi-agent logic paths. text UI also upgraded. sharper, smoother, faster. + Bravo (macro news oracle) live. it connects real-world macro events and news to Solana. powered by our in-house scrapers + NewsAPI, built from scratch. integrations with blocmates. coming soon. + Solvion, our Solana-native domain expert, is now active. trained on a custom-built, 70B parameter dataset of the full Solana ecosystem. auto-updated. devs, tokenomics, projects, whitepapers, technical information, know-hows... it knows everything. + Echo (our social media and sentiment analyst agent) getting integrated with Sentient natural language interface + Rivalz Network. + you can now start individual conversations with agents. e.g. ask Echo anything about social trends, or hit up Solvion for technicals. UX/UI + we’re now mobile responsive; fully optimized across devices. + deployed TraceGraph (diagram UI for agent cognition). + NLI improvements: sleeker prompt-response flow, improved text visualization, better latency, better rendering. + agents feel more alive, dynamic, and explainable PREDICTIONS weekly update from our head quant: + we now do weekly fine-tuning to adapt to market shifts. switched from F1-score optimization to pure precision; cutting noise, and maximizing conviction. we now discard the worst-performing model in the ensemble. only the top 2 vote. accuracy last 6 weeks = 82% directional. the ensemble logic is fully restructured. next: RNN + RL-based dynamic thresholding in progress (live this month). + partnered with Allora for the the SOL/USDT prediction stack, combining our hype score with their confidence-aware forecasting. + also cooking something with Sahara AI 🔆 (????)... OTHER + PnL cards integrated. track profit per trade, share it on X, get free XCC + Referral system is complete and rolling out to early users very soon (top referrers will dominate first layer of our multi-level tree and enjoy first-movers advantage). + working on a dynamic onboarding tutorial for first-time users. + backend latency improvements across endpoints. especially on token explorer + prediction refresh + docs are live ( TEAM + onboarded amy and Mike | heymike.sol 🎒🪽 — elite Solana engineers working on gRPCs, RPCs, instruction decoding, and data pipelines. their focus: making xFractal the only real-time NLP engine for Solana alpha extraction. + brought on ultra , Skely, HALKO and Gabriel Haines as strategic advisors and contributors, helping us scale narrative modeling, data ops, and GTM. QUICK STATS (REMINDER: this is a closed, invite-only beta — not optimized for adoption yet) + 400+ early beta testoors + 9,000+ natural language prompts + 500+ on-chain txs executed via our agent-based engine + we’re not scaling users yet, we’re optimizing agents, validating edge, and consolidating PMF. + open beta coming soon. engine’s warming up. let’s keep moving. (p.s. toly 🇺🇸 check this out)

xFractal

42,668 次观看 • 1 年前

Just wrapped up Hardwood Empire 3.2. A lot of the most asked for features / improvements you guys have been pushing for are in this one. Live Interactive Court: Biggest visual upgrade we've made. Gamecast now has a full live court built into the sim with dynamic home court branding, center logos, arena styling, and live shot mapping. You can actually see where shots happen in real time instead of just reading text. Dynamic Crowds: Arenas feel alive now. Crowds scale based on prestige, so blue blood home games feel packed while smaller gyms feel smaller. Neutral site games can have split crowds depending on who's playing, and fans react live during big moments. Usage Control System: Still the normal 1st / 2nd / 3rd option setup, but now there's also full usage sliders if you want total control over offensive shot distribution. One guy taking over or a completely balanced system, totally up to you. Plugs directly into the actual sim. Music: Added in-game soundtracks for a more immersive experience, with more music coming next update. Gameplay / Sim Improvements: Big realism pass. Late game logic is much smarter, offensive systems behave more realistically, and I spent a lot of time tuning sim rates so scoring, assists, rebounds, pace, and advanced metrics better match modern college basketball. Also tuned long-term dynasty balance so smaller / mid-major schools can still have real breakthrough runs without turning into permanent national powers every save. Other Fixes + QOL: New Player IQ attribute. Working haptics on iOS + Android. Transfer portal affordability indicators. Career / retirement history fixes. International recruit fixes. Schedule + MTE fixes. UI polish. And more. Everything in this update is completely free. No God Mode purchase needed. 3.1 got submitted before I was even home from school, so 3.2 had way more time for polish and bug fixes, and the update after this will probably be way more bug-focused since the game has a ton of features now and making everything as polished and stable as possible is the priority. Most of these features will also be toggleable, so if you want the more classic Hardwood Empire experience you're more than welcome to play that way too. Seriously appreciate all the support, this community has grown way faster than I ever expected. Submitting to iOS + Android as soon as this post hits 500 likes ❤️

Hardwood Empire

50,601 次观看 • 3 个月前

Three days ago I asked myself a dumb question. It was so stupid I was actually ashamed to Google it. Can AI earn money while I sleep? Not saving time. Not automating routine. I mean putting real money into my account while I am not looking at the screen. Everyone says ClawdBot will change how we work. Automation. Task management. Smart replies. But I was sitting in my kitchen thinking about something else entirely. You know that feeling when you look at a tool and realize everyone is using only 1% of its potential? It is like being given a race car and only using it to drive to the store for bread. I decided to test it. I started a notebook. I record everything. > Day One I started with something simple. I gave Clawdbot a task. Find wallets on Polymarket where the numbers do not add up. Where the profit is too high for the win rate. Where the result smells like a system rather than luck. It thought for 14 minutes. I had time to pour a coffee and forget about it. Then the screen flashed. 4 addresses. I scrolled through the first three in a minute. Big bets on politics. They guessed the election. Classic. On the fourth one I stopped. Not because it was the most profitable but because I did not understand what I was looking at. The wallet was not trading politics or sports or anything people write reviews about. It was trading the weather. I read it three times. Weather. Will it be 9 degrees in London tomorrow? Will it rain in Tokyo? These are markets I would not even click on by accident. Then I looked at the numbers. > It started with $27. It is now at $63,853. $27 is two trips to McDonald's. It is nothing. $63,853 is a new car or a down payment on an apartment. It is two years of someone's salary. Between those two numbers was only one thing. Thousands of bets on rain. I closed the tab. Opened it again. Checked if it was a glitch. Real dollars. On markets that look like a bad joke. > Day Two I could not get that wallet out of my head. I went to look at its transaction history. I expected to find one big win that explained everything. A lucky hurricane forecast. Instead I saw thousands of small bets. Boring. "Will the temperature in New York be above 15 degrees?" Then I noticed the detail that finally broke my brain. Its win rate: 33%. It loses more often than it wins. 2 out of 3 bets go to zero. Any normal person with that result would be posting about how the market is unfair. Yet this wallet is sitting on $63,000 in profit. How? I started deconstructing the trades. After an hour I got it. When it loses, it loses 10 or 20 cents. When it wins, it takes $1.00. Loses 9 times in a row? Lost $1.80. Wins 1 time? Got $10.00. > This is not trading. It is math that works as long as you do not interfere with your emotions. Here is how it works. Weather is one of the most predictable things on the planet. Governments invest billions in satellites. Data is updated every 2 or 3 hours. Precision to a tenth of a degree. This data is public. But Polymarket is not a weather station. It updates its markets with a delay of 6 or 8 hours. Imagine the situation. 6 AM. The weather service updated the forecast. The probability that London reaches 9 degrees tomorrow rose to 80%. Algorithms everywhere already recalculated the data. But on Polymarket the YES button is still sitting there for 10 cents. Because the market has not woken up yet. This bot sees the difference. It buys YES for 10 cents when the real probability is already 80%. It is not guessing. It is buying what is essentially already known. It just waits a day and collects the dollar. 10 cents turn into a dollar. On information available to anyone who can read weather APIs. That evening I called a friend. He has been trading for 3 years. He sits in analytical chats. Draws support levels. I asked him: "How was the last month?" "I broke even. The market is tough right now. Too much noise." I looked at the screen. A bot betting on rain with a 33% win rate. Profit: $63,853. My friend with 3 years of experience and hundreds of hours of analysis. Profit: $0. Who is doing it wrong? I am not asking you to take my word for it. The blockchain does not lie: > Day Three I decided to dig deeper. I looked at the wallet description. I expected something complex. A hedge fund. A team of developers. Secret data sources. I found one line: Claude plus public weather APIs. Ordinary Claude. The one on your phone. Connected to free weather services. No secret stations. No insiders. No millions for infrastructure. Just an AI doing what any of us could do. But we are too lazy. Or bored. Or we think it is too simple to work. If someone already built this with basic Claude and free APIs... What happens when Clawdbot gets direct access to trading? > Day Four I watched the wallet in real time. First bet: loss. Second bet: loss. Third bet: loss. I thought: this is it. The statistics are collapsing. Fourth bet: loss. Fifth bet: loss. Down $12 in an hour. I was ready to write a post about how I overestimated this. Sixth bet: Temperature in Chicago. Win. +$87. Seventh bet: Win. +$94. By evening: 9 losses. 5 wins. Daily total: +$385. No emotions. No posts about injustice. No strategy changes after a loss. Just the next bet. I wrote to my friend. The one who has been trading for 3 years. "How was your day?" "Down $200. Market makers caught my stop loss again." I looked at the screen. A bot with no posts and no loud claims. +$385 for the day on rain bets. My friend with 3 years of experience and dozens of books. Minus $200 and a post about how the system is against him. > Day Five I woke up with a thought that kept me up all night. It finally hit me. It is not about the weather. It is not about APIs. It is not that the bot is "smarter". > It is about what the bot does NOT have: an ego that hates being wrong. No urge to revenge-trade. No boredom from repetition. My friend trades against the market. He tries to be smarter than the crowd. This bot trades against human nature. And nature loses every day. Clawdbot found me this wallet in 14 minutes. The weather bot turned $27 into $63,000 on markets everyone else thinks are trash. Both use the same principle. Do something simple. Remove emotions. Repeat. I do not know when Clawdbot will start trading on its own. Maybe in a month. Maybe in a year. But I know one thing. While we discuss if it is possible... Someone already set up their bot and went to live their life. Right now as you read this. Somewhere a weather service updated a forecast. Polymarket is sleeping. The bot is already entering a position. And my friend is writing a post about how market makers do not let honest people earn. Guess who wakes up tomorrow with money in their account?

Blaze

29,808 次观看 • 6 个月前

I know your timeline is flooded now with word salads of "insane, HER, 10 features you missed, we're so back". Sit down. Chill. Take a deep breath like Mark does in the demo . Let's think step by step: - Technique-wise, OpenAI has figured out a way to map audio to audio directly as first-class modality, and stream videos to a transformer in real-time. These require some new research on tokenization and architecture, but overall it's a data and system optimization problem (as most things are). High-quality data can come from at least 2 sources: 1) Naturally occurring dialogues on YouTube, podcasts, TV series, movies, etc. Whisper can be trained to identify speaker turns in a dialogue or separate overlapping speeches for automated annotation. 2) Synthetic data. Run the slow 3-stage pipeline using the most powerful models: speech1->text1 (ASR), text1->text2 (LLM), text2->speech2 (TTS). The middle LLM can decide when to stop and also simulate how to resume from interruption. It could output additional "thought traces" that are not verbalized to help generate better reply. Then GPT-4o distills directly from speech1->speech2, with optional auxiliary loss functions based on the 3-stage data. After distillation, these behaviors are now baked into the model without emitting intermediate texts. On the system side: the latency would not meet real-time threshold if every video frame is decompressed into an RGB image. OpenAI has likely developed their own neural-first, streaming video codec to transmit the motion deltas as tokens. The communication protocol and NN inference must be co-optimized. For example, there could be a small and energy-efficient NN running on the edge device that decides to transmit more tokens if the video is interesting, and fewer otherwise. - I didn't expect GPT-4o to be closer to GPT-5, the rumored "Arrakis" model that takes multimodal in and out. In fact, it's likely an early checkpoint of GPT-5 that hasn't finished training yet. The branding betrays a certain insecurity. Ahead of Google I/O, OpenAI would rather beat our mental projection of GPT-4.5 than disappoint by missing the sky-high expectation for GPT-5. A smart move to buy more time. - Notably, the assistant is much more lively and even a bit flirty. GPT-4o is trying (perhaps a bit too hard) to sound like HER. OpenAI is eating Character AI's lunch, with almost 100% overlap in form factor and huge distribution channels. It's a pivot towards more emotional AI with strong personality, which OpenAI seemed to actively suppress in the past. - Whoever wins Apple first wins big time. I see 3 levels of integration with iOS: 1) Ditch Siri. OpenAI distills a smaller-tier, purely on-device GPT-4o for iOS, with optional paid upgrade to use the cloud. 2) Native features to stream the camera or screen into the model. Chip-level support for neural audio/video codec. 3) Integrate with iOS system-level action API and smart home APIs. No one uses Siri Shortcuts, but it's time to resurrect. This could become the AI agent product with a billion users from the get-go. The FSD for smartphones with a Tesla-scale data flywheel.

Jim Fan

991,793 次观看 • 2 年前

Rolled credits on Yakuza Kiwami 3 & Dark Ties: Review: A massive visual and technical overhaul that brings the sunny beaches of Okinawa to life. The new combat system and Morning Glory minigame are the stars of the show, the latter of which has been transformed into a surprisingly addictive farming sim. Kiwami 3 starts out with Kiryu and Haruka leaving Kamurocho to take over the Morning Glory orphanage in Okinawa. Kiryu grew up in an orphanage, so it's only right that he gives back. The early hours of the game are spent introducing you to the new characters, and building bonds with them through the expansive new minigame. Morning Glory is a crucial location to Kiryu's story, and the new storyline gives it impact, rather than just being a backdrop. The pacing is kind of slow in the beginning, but the payoff is a high-stakes thriller that puts both the orphanage and the Tojo Clan at risk. It quickly goes from a slice of life to a CIA thriller. If you've played the original, then some of the character redesigns lack the same charm IMO. Rikiya is supposed to be clumsy and a bit of a goofball, but extremely loyal, and eager for Kiryu's approval. The new character model (although he was great in Tokyo Vice) feels more 'serious' and loses some of the original's energy. Similar can be said about old man Nakahara. Combat has been overhauled however. Dragon of Dojima Style feels refined and heavy, and is probably the best implementation of the classic 'Dragon Style' combat system yet, ideal for taking down bosses 1v1. The new Ryukyu Style is built for taking down mobs. It lets you cycle through an arsenal of weapons, each with unique special effects, and large AoE attacks that can take out entire groups in seconds. In addition to Morning Glory, The "Haisai Girls" minigame is a surprisingly deep minigame that essentially turns this into Dynasty Warriors! You manage a biker gang, recruit members, and fight massive real-time battles against dozens of enemies at once. It has an entire storyline, and I'm surprised it wasn't marketed more! As for Dark Ties, it's a roughly 3 hour playthrough that's a must play for Yakuza fans. It dives deeper into Mine’s backstory and explains some of the... plot twists that were featured in the base game. The soundtrack is also excellent (better than the main game), and the faster pace is a refreshing break from the base game’s slower burn. Final Verdict: Kiwami 3 is the logical next step for those coming off Kiwami 2, one of my favorites in the series. Fans of the original may be disappointed with some of the changes, but the expanded Morning Glory and the refined combat system makes this the definitive way to experience Kiryu's Okinawa chapter. Returning to the streets of Kamurocho always feels like home and Dark Ties was a nice bonus that leaves questions for the future of the series. Kagawa should have been recast, and I'm still not sure why they changed up such key characters to the game, but it's a solid remake that ushers in a new era for the franchise. 🟢 Combat is at an all time high 🟢 Morning Glory content steals the show 🟢 Dark Ties is an added bonus that's mandatory for fans 🟢 Character models look excellent 🔴 Kagawa should have been recast 🔴 New character redesigns lack the charm of the original Final Score: 7.5/10 (Good) Playtime: 30 hours Platform: Steam Thank you to SEGA and RGG Studio for providing review code. #YakuzaKiwami3 #LikeADragon

KAMI

13,900 次观看 • 5 个月前

We're bringing in some fun changes to Dremica this Sunday. Come try it out and see the progress. We can't have a Web3 game without degeneracy. Lokito's gambling antics have inspired a new way to play the game. On Sunday you'll be able to try your luck with your in game gold by spinning Big Boy's Wheel in an attempt to help you top the leaderboards. Also since we've added so much to the game it's time to look at the gameplay loop and its economy. Here's the changes I've proposed and my thoughts. Economic Simplicity We need your in game achievements to feel impactful. Dremica is designed as an MMO to give players freedom of how they play the game. Whether its killing monsters, leveling up tradeskills or playing with their gold. The common denominator for everything is XP (player levels). Even gold can be used to buy XP tomes from the shop to level up your skills. Now I propose we distribute our prize pool to players based on their levels. It's future-proof and allows us to add more features without breaking the core gameplay loops. All players will receive rewards from the SAMA prize pool based on their level obtained. Currently the Carnage prize pool is 100,000 SAMA so EVERY player will get a share of it based on what level they reach during the session. Your level / Total levels from all players * Prize pool = Your rewards. Also to keep that competitive spirit we'll be adding additional prizes for the top 10 on the leaderboard. When the Dremica BETA starts it allows us to simply add in a potential new tokenomic model and also allows PVP to plug into the system with ease. TLDR: More levels = more rewards. Why add in RNG-based mechanics (with the wheel?) Seeing the same people hit top 3 of the leaderboard each week isn't exactly exciting for new players. We can't have a stagnant monotonous grind, we need something dynamic. High-risk/high-reward scenarios change everything. Starting with Big Boy's wheel, we plan more exciting game play options including the new PVP zone in the beta. Personally I can't wait to see someone get super lucky and cause absolute havoc in the community. We're in the Alpha testing phase anyway, let's see how it unfolds. How can you make this sustainable? To make a Web3 game work, it needs to absorb more tokens than what are emitted. Dremica uses a fixed prize pool per session, if we can ensure enough utility that players spend their rewards and more than are emitted it can fund the gaming sessions indefinitely. Next month we're going to be focusing on pushing out the in-game SAMA shop where players can start spending the rewards they earn. It will be the first major step for Dremica to begin adding token utility. Additional utility is planned for the future whether its cosmetic-based rewards or unannounced mechanics. We've held back on planned tokenomic/ecosystem changes to focus on building the game first. If these happen there's only one chance to get it right. I think everyone knows gaming is one of the best use cases of Web3, just need to build a fun experience and keep people engaged. We've got enough time, runway and support to get Dremica up there in the Web3 gaming echelon. What else have you got planned? Each of the past months Dremica has been pushing out some hard-hitting updates and the game is truly taking shape. The team is working tirelessly to keep adding more features and improving the experience. Now that a lot of the core functionality required for an MMORPG is in, we can start to look at expansion. As you'll see later this week we're bringing in other projects/partners to join us on the journey. The Dremica BETA is the next major milestone where the game will look vastly different and the whole world is changing. And hopefully our frens at Beam will be able to assist and make sure everyone knows about it. I originally titled the work on Dremica as the "Secret weapon" before it was announced. Work on "Secret Weapon 2.0" has started which will enhance the Dremica/Carnage experience further. For Dremica to succeed we're doubling down on the "Carnage" model where everyone comes together at the same time to play. This is how the whole Moonsama ecosystem started 3+ years ago. The new Secret Weapon aims to fill that void. How can I play? If you own an EXO join our token-gated community at If you're brand new join and the team/community will be able to help you get access to the game. The next play test is this Sunday February 9th at 4pm UTC. A 2 hour session where you play to get the highest level you can. See you in game 🔥

Donnie

30,973 次观看 • 1 年前

Thought experiment for people regarding the concept of Absolute Time. Absolute means NO EXCEPTIONS. We are NOT looking back in time when we see galaxies and stars. We are NOT looking back in time 1.25 seconds when we see the moon. We're Not looking back in time 3 minutes when we see Mars. We're Not looking back in time 8.33 minutes when we see the Sun. If an astronaut lit a matchstick on Mars, the distant observer would see predator heat waves at the top of the matchstick in real-time while the matchstick started to blacken towards the astronaut's fingers. But there would be no orange light from that chemical reaction or flame seen. If the matchstick burnt out before the packet of orange light from that particular chemical reaction made it to Earth… then the distant observer would just see a disembodied orange flash of light with a lag. But the Earth-bound observer would never actually see the flame associated with the orange wavelength it put out. The wavelength of color emitted by the flame is not a recording of reality. If the orange light is 650 Thz, that means there are 650 trillion individual and separate bursts of orange light pulsating in 1 second. NOT that "the same light" is "waving" 650 trillion times a second and that light is a recording of reality. There are 650 trillion brand-new lights flashing in 1 second. Each Hertz is a brand-new emission and packet unto itself. Time does not re-emit 650 trillion times a second, nor is a photon a particle or a packet of reality acting like the frame of a reel of footage. The orange light that already left the flame will continue to propagate out until it meets the electrons making up the distant observer. But remember, it is never the same light within that packet. And the electrons making up the observer will absorb all of those different lights within that packet and re-emit brand-new lights that produce the product of illumination. A photon is a massless packet of energy, spherically expanding at the rate of c from the source it comes from. Illumination is the result of that energy being absorbed and RE-emitted by any other electrons that did not output that primary packet. But time is not associated with the same light. It's never the same light and time does not re-emit between packets. Time is not relative. Do NOT allow your mind Carte Blanche to think along the lines of relative time. DROP IT for this thought experiment. We are thinking along the lines of ABSOLUTE TIME/ Galilean VARIANCE. What does absolute time mean? It means time is constant in ALL frames of reference. Any frequency shifts between atomic clocks IS a literal change in the speed of light. But relativity forbids the speed of light from Ever changing, so relativity (Lorentz INVARIANCE) invented the concept of the 4th dimension and space-time. Because Relativity doesn't allow light speed to shift.. they interpret the same frequency shift between atomic clocks as being conclusive, irrefutable evidence that time and reality itself shifts. Rather than say it's just that ONE clock being affected by Earth's gravity and the oscillation of that ONE cesium clock is being altered compared to other clocks. People don't realize that in relativity... time dilation is SYMMETRICAL! Not even most relativists know their own theory. If Clock A and Clock B are synchronized and together... and then they accelerate apart... Einstein said Clock A would see Clock B as being slower itself. And Clock B would view Clock A as slower than ITself. NOT that only one observer would see back in time and the other would see forward or not at all. No... BOTH observers are supposed to see each other BACK in time relative to each other according to Einstein and the consequence of the math. It doesn't make ANY sense!! But relativists toss that part of time dilation under their 4th dimensional rug. The rug is woven from threads of gold that only the smart people can see apparently. So... here's a thought experiment/ Gedankenexperiment for absolute time. NO paradoxes... no nonsense or confusion. What do you see in a club? You see disco lights changing and a color wheel effect. You see everyone in REAL-TIME. Not just because they are so close to the lights. Light is not a recording of reality. Light is simply color. Illuminating reality in a certain color. Just because you can't see something yet or the color hasn't reached you doesn't mean it isn't happening in real-time. Zoom out and look at the people in the club through binoculars a mile away. You are still looking at them in real-time. The colors are shifting with a delay in the club. Now look at the club through a telescope from the surface of the moon. You're still looking at the people in real-time. But now there is a lag of the colors shifting by 1.25 seconds because it takes light 1.25 seconds to travel from the Earth to the moon. Now look at the club through an even bigger telescope from the surface of Mars. You're still looking at the people in real-time, but now there is a lag of the colors shifting by 3 minutes because it takes light 3 minutes to travel from Earth to Mars. fr you are a third hypothetical observer zoomed out and watching the person from Mars AND seeing the club on Earth... you're still seeing everything happening in real-time as well. But you see the colored wavepackets traveling with a delay to the observer on Mars. And the disco color wheel effect is just lagging before it affects the observer from Mars and the observer on the Moon. It doesn't matter how far you zoom out! There is only now to observe. But there WILL be a lag and delay for a given color/wavepacket to reach distant observers. But all points in space are already illuminated by other starlight. So if you're too far away... you'll just see the club in real-time but without any disco lights. Just see them in white light because that's the source already illuminating the scene. This is where it gets the most difficult because people think light itself is a recording of reality that replays a scene from where it came from. But another punch in the gut of relativity is that in order to see REFLECTED light... that would require a TWO-WAY transit. Which means the light would have to be sent out... record the scene of a distant event and then RETURN in order to REplay the event. Which means it would take 6 minutes to see the club from Mars by that logic and 2.5 seconds to see the club from the moon by that logic. The difference in tick rates between clocks has NOTHING to do with time dilation. Wait.. what?! How can that be? Because a clock itself doesn't represent all of time and reality. The difference between clocks is a "Transverse relative time shift." If the only light in the universe was from the lighter… the only way a distant observer would be able to see the astronaut on Mars is if the astronaut held down the button of the lighter for longer than 3 minutes. It takes 3 minutes for the packet of light to travel from Mars to Earth. The distant observer would never be able to see Mars, unless the light stretched from Mars all the way to Earth, and illuminated the path between Mars and Earth. And that would take 3 minutes for the boundary and first part of that wave packet to reach Earth. But if the distant observer wanted to observe Mars in real-time… then that packet of light would have to be on for longer than 3 minutes. So if the astronaut on Mars flicked the lighter at 12:00, the distant observer on Earth wouldn't see anything until 12:03. If the light was on for 3 minutes and 10 seconds, and the distant observer is 3 light minutes away... the distant observer would be able to see Mars in real-time for 10 seconds starting at 12:03. In the 20 second video clip of the rotating planet with shifting colors... just imagine you're a couple light minutes or light seconds away. You're still seeing the planet spin in real-time. But there is simply a delay of switching colors. You are Not looking back in time. It's just a color wheel effect from a great distance away. That's it!! There are many major flaws which tarnish people's critical thinking on this thought experiment. 1. Light does NOT ricochet or bounce. Electrons absorb, emit and re-emit ALL electromagnetic radiation. The electrons, making up the glass of a mirror will absorb the incoming light and re-emit a brand-new light as an equal and opposite reaction. NOT that "the same light" bounced off the mirror and continued on within the same frame of reference.  2. Light is NOT a recording of reality. 3. It is NOT the same light being observed from a source. It's never the same light. Each Hertz is a new light. Think of half of a sine wave as being its own emission. On an oscilloscope, a stimulus generates a peak which initiates an equal and opposite trough. Or vice versa. That repeating process is not "the same light." If you cut and paste that sine wave to another sine wave, the boundary between the waves will always be in phase. (thus refraction) 4. The speed of light is NOT the same in ALL frames of reference, no matter what. 5. Light is NOT made of particles and waves that flip back-and-forth. 6. Time is NOT connected to the speed of light. Time remains constant regardless if you accelerate towards or away from a clock. The clocks themselves will indeed be off! But that's an affect on the electrons making up the atomic clock affecting the oscillation of the isotope which is ASSUMED to ALWAYS be the same. So ANY difference in oscillation is treated as a literal distortion in space-time. 7. Space and time are not linked at all. That is a mathematical artifice under Lorentz invariance. Time is relative under Lorentz invariance. But time is absolute under Galilean VARIANCE. When people hear or see the word GALILEAN... their brains switch to auto pilot to "aether theory" and "classical physics." What people don't realize is that aether theory used Galilean INVARIANCE. Rather than space-time being used as an excuse to explain the difference in frequencies between atomic clocks... it was originally aether being used as an excuse to keep the speed of light the same. But None of those things are valid! We are thinking under the framework of Galilean VARIANCE! Completely new revolutionary model returning to Isaac Newton and Classical physics but without the corpuscular theory (particle) theory for light... without a particle-wave duality... without an aether... without a 4th dimension. Just good ol elementary math within 3D Euclidean space. Everything happening in real-time, right now. This reformulation of Galilean transformations was offered by Dr. Edward Dowdye in 1991 called The Extinction Shift Principle. Effectivity as opposed to Relativity. If light required a two-way transit, in order to travel out… Record an event, and travel back to replay the recording…  then it would take 6 minutes to see the astronaut on Mars instead of 3.  Remember… They say the SAME light is a recording, and must travel there and travel back in order to REplay. Relativity says time is relative: t' ≠ t time is NOT the same from all frames of reference) and t = tₒ / √1 - v²/c² but Galilean Variance says time is not relative: t' = t (Time IS the same from all frames of reference) and τ_tr = τₒ / √1 - v²/c² Relativity says c' = c (The velocity of light is the same from all frames of reference) but Galilean variance says c' ≠ c (The velocity of light is NOT the same from all frames of reference) and that c' = c ± v (The velocity of light in one frame of reference is dependent upon the velocity of the light source relative to an observer in another frame of reference. Whether that light source is approaching or receding away from that observer) Relativity says E = mc² (Energy and mass are universally equivalent and literally interchangeable under All conditions.) but Galilean variance says E = Δmc² = mₒc² (Energy changes in a system are the result from changes in mass. mₒ represents the original mass. Mass and energy do not literally interchange. There is an equivalence, not an interchange.) The Rebirth of Classical Physics: Time, Light & Gravity Star light and illumination: Flicking a Lighter on Mars visual example:

TheRealVerbz (Jason Verbelli)

16,608 次观看 • 1 年前

“I hear way too many of these stories. […] We have to provide the care; I mean we actually have court judgments on this. […] Well, you know, you do the math on it, I’m, yes, there is 23,000 patients a year that get, uhm, diagnosed with cancer. We have 120 oncologists. That’s about 191 patients for each oncologist. So you would think that they should be able to treat 191 patients. That’s less than 1 patient a day.” - Danielle Smith (*) 😳 sounds like she wouldn’t be surprised if a lawsuit were to come. 2.Does Danielle Smith have any idea what fills an oncologist’s day? Maybe it’s time for Premier Smith to finish her Stampeding activities to flip flapjacks at each of AB’s cancer centres to meet with oncologists, their support team, pathologists and patients. In the meantime, maybe the oncologists I know could add to this list, giving our United Conservative Party of Alberta Alberta Government and Alberta Health a better picture of what actually happens behind the scenes when an you treat <1 patient per oncologist per day. Here is the list I have come up with so far: ⁃Review incoming referral ⁃Review incoming patient’s medical history ⁃Preliminary meeting with new patient: confirming diagnosis, discussing next steps, including treatment options, answering questions, condoling patient, agreeing on treatment and getting treatment consent ⁃Writing doctor’s notes for patient’s employer for medical leave ⁃Writing and sending requisitions for additional tests and/or scans ⁃Writing detailed notes of patients in patient’s file ⁃Reviewing results from requested tests and/or scans ⁃Filling out patient’s short-and/or long-term disability forms ⁃Coordinating treatment ⁃Coordinating bloodwork for every treatment cycle. For example, mine was initially 2 weeks, then moved to weekly, then moved to every 3 weeks + quarterly infusions ⁃Between cycle patient appointment to review bloodwork, assess patient. listen to patient’s side effects, adjust treatment as needed, send referrals for side effects management ⁃Write prescriptions for outpatient medication(s) ⁃Update patient’s file with summary of meeting ⁃Review updates from providers addressing patient’s side effects ⁃Attend Tumour Board meetings ⁃Conducting research, including meetings with with the research teams, testing, reading other studies, compiling and analyzing mounds and mounds of data, then writing so results can get the results/findings published… ⁃training residents (who often leave because they see the chaos and uncompetitiveness of the AB system and pay) ⁃teaching classes at amedical school (many, if not most are university medical professors), grading papers ⁃speaking or attending medical conferences to remain up-to-date on what’s new in their area of oncology ⁃returning patient and other medical professionals’ phone calls. I didn’t factor in any time they may use running to the bathroom, having a quick bite to eat, or grieving when one of their patients take a turn for the worst, or dies. This just goes to show how much Danielle Smith is out of touch with how it works. This is only my view as a patient of my oncologists’ workload, and I only see a part of what they do. Alberta Medical Association (AMA) David Shepherd Dr. Luanne Metz AHS_CancerCare Alberta Health Services The Breakdown (*) Global News. (2024, June 1). Your Province. Your Premier. Edmonton, AB. Accessed: July 8, 2024. (around the ½ way mark of the show)

Mommy Has Cancer (she/her/elle/ella)

34,315 次观看 • 2 年前

Stanford professor Judy Fan went on stage at MIT and broke down why humans are so good at making the invisible visible... And why AI hasn't actually learned to "see" the way we do. It completely changes how you think about Human Intelligence v/s Artificial Intelligence: 1. Nature never gave us straight lines or sharp corners. The number line, the coordinate plane, even basic geometry are all human inventions. We created tools that do not exist in nature simply because we needed a way to think more clearly. 2. The coordinate system Descartes invented solved a problem that had stumped mathematicians for centuries, doubling the volume of a cube. Once invented, this tool became so indispensable that virtually every math curriculum on Earth still depends on it. 3. Humans have been doing this for at least 30,000 to 80,000 years. The story of human progress is inseparable from the story of marking up our environment, from cave walls to Galileo's telescope to Feynman diagrams of particles we will never see with our own eyes. 4. Every major scientific breakthrough relied on a visual tool that made something invisible visible. Darwin needed side-by-side illustrations of finches to see variation that was otherwise too subtle to notice. Cajal needed detailed drawings of neurons under a microscope to map how the nervous system was wired. 5. Fan's research group studies something deceptively simple: how people decide what to put into a drawing and what to leave out. When two people played a drawing game, sketchers used far more detail when the target object had close competitors than when it stood alone, all the way down to using fewer strokes and less time when more detail was not necessary. 6. People are not just copying what they see. They are making constant judgment calls about what level of detail actually serves the goal of communication, and they do this naturally without ever being taught the theory behind it. 7. There is a real difference between drawing something so someone can identify it and drawing something so someone can understand how it works. In one study, participants drew explanatory diagrams that emphasized moving, causal parts of a machine while depictive drawings emphasized background and overall appearance, even though both were drawing the exact same object. 8. Explanatory drawings were genuinely better at helping someone figure out how to operate a machine, but worse at helping someone identify which machine it actually was. You cannot optimize a single drawing for both goals at once. Communication always involves tradeoffs. 9. AI vision models trained on photographs generalize surprisingly well to simple, sparse sketches, suggesting that resemblance based recognition is not just a story we tell ourselves. It is something modern neural networks can replicate with real accuracy. 10. But there remains a large, measurable gap between how confidently AI models recognize sketches and how confidently humans do, even when both groups answer the same questions about the same images. Humans are simply far more reliable and far more consistent in their judgments. 11. When researchers compared human-made sketches to AI-generated sketches under tight stroke budgets, both were similarly recognizable at higher budgets, but diverged sharply as the budget shrank. Humans and AI systems simplify drawings in fundamentally different ways once resources get scarce. 12. Reading a graph is not one single skill. It involves perception, knowing where to look, mapping that visual information onto the actual question being asked, and then translating that mapping into an answer. Each of these steps can independently break down, and people fail for very different underlying reasons even when they land on the same wrong answer. 13. When tested directly against humans on graph reading tasks, leading multimodal AI models, including GPT-4V, showed a meaningful performance gap. Even when a model's overall accuracy approached human levels, its pattern of mistakes looked nothing like how humans actually get things wrong. 14. People choose entirely different types of charts depending on what specific question they are trying to answer, not out of a generic preference for bar charts or scatter plots. Their chart choices closely tracked which visualization would genuinely help someone answer that specific question correctly. 15. Two of the most widely used graph literacy tests in education research turned out to correlate strongly with each other, suggesting they measure overlapping skills. But when researchers dug into the actual error patterns, the standard categories used in textbooks, like "find the maximum" or "identify a cluster," failed to explain why people got things wrong nearly as well as a more basic, underlying four-factor model did. 16. The deepest goal behind all of this research is not just academic curiosity. It is to eventually help students and everyday people develop genuine literacy with the visual tools that science and modern decision-making increasingly depend on, because every generation should be able to see further than the last by standing on the visual tools the previous generation built. Follow Yasmine Khosrowshahi for more ideas on thinking better, becoming clearer & building a more intentional life.

Yasmine Khosrowshahi

888,501 次观看 • 1 个月前

I spent 10 years in burnout. I've finally figured it all out. Understanding Burnout: The Five Interlocking Systems Burnout is a complex syndrome that affects millions of people, yet remains poorly understood by mainstream medicine. This comprehensive guide explores what burnout really is - not simply "being tired" or "needing a vacation," but a profound physiological state involving five interconnected bodily systems. By understanding these systems and how they interact, you can better navigate your path to recovery. What Burnout Really Feels Like If you've experienced burnout, you know it's far more than just feeling tired. You might have days where you feel relatively normal, followed by days where getting off the couch seems impossible. Your body might suddenly develop strange sensitivities - foods you've enjoyed your whole life now cause digestive distress, or you find yourself constantly too hot or too cold. Sleep becomes elusive despite extreme fatigue. Your thinking becomes foggy, your memory unreliable, and your emotions more volatile. These aren't just random symptoms - they're the result of multiple bodily systems being thrown into dysfunction by prolonged stress. Many people with burnout report unexplained physical symptoms: diffuse pain throughout the body, inflammation in unexpected places (like chronic sinus issues), dizziness when standing up (POTS), and a general sense that their body simply isn't working correctly. If these experiences sound familiar, you're not imagining things, and you're not alone. Why Burnout Is So Misunderstood Modern medicine excels at addressing acute problems with clear causes and treatments, but struggles with complex multi-system conditions like burnout. Most doctors receive minimal training on chronic conditions, and virtually none on how different bodily systems interact in states of prolonged stress. When you visit a specialist, they examine only their area of expertise - a gastroenterologist looks at digestive issues, a neurologist at brain symptoms - but rarely does anyone look at the full picture. This fragmented approach leads to medical gaslighting - being told "your labs are normal, it must be stress" or "this sounds like depression" without investigating the underlying physiological causes. Some providers dismiss "adrenal fatigue" as pseudoscience, despite extensive research on HPA axis dysfunction (the medical term for what many call adrenal fatigue). Others will acknowledge only the most extreme manifestations like Chronic Fatigue Syndrome, missing opportunities for earlier intervention. The Five Systems Behind Burnout Burnout involves five primary overlapping systems that become dysfunctional or dysregulated. Understanding these systems is key to addressing the root causes rather than just managing symptoms. 1. HPA Axis Dysfunction The hypothalamic-pituitary-adrenal (HPA) axis is your body's main stress response pathway. This system connects your brain to your adrenal glands and regulates energy, stress hormones, and your ability to adapt to challenges. When chronically activated, this system eventually loses its ability to respond appropriately. This dysfunction manifests as cortisol irregularities - either producing too little overall, or producing it at the wrong times. If you struggle to wake up in the morning, you might have insufficient morning cortisol. If you wake too early and can't fall back asleep, you might have inappropriate early cortisol spikes. Recovery from HPA axis dysfunction typically takes 6 months to 2 years, with severe cases taking 3-5 years. 2. Autonomic Nervous System (ANS) Dysfunction Your autonomic nervous system controls unconscious bodily functions like heart rate, blood pressure, digestion, and temperature regulation. Burnout can cause dysautonomia - a state where your sympathetic ("fight-or-flight") system becomes dominant, while your parasympathetic ("rest-and-digest") system becomes underactive. Symptoms include heart palpitations, dizziness when standing up, temperature regulation problems, digestive motility issues (feeling like food sits in your stomach for hours), and heightened sensitivity to environmental stimuli. Getting "stuck" in sympathetic dominance keeps your body in a state of hypervigilance, preventing proper rest and recovery. 3. Gastrointestinal System Dysfunction Your digestive system is often called your "second brain" for good reason - it produces 90% of your serotonin and houses its own nervous system (the enteric nervous system). The gut plays a critical role in immune function and overall health. Burnout can affect your gut through several mechanisms: chronic stress can impair the gut lining (leading to "leaky gut"), infections like H. pylori can cause inflammation, and your microbiome (the trillions of bacteria in your digestive system) can become imbalanced. When your gut is compromised, the effects ripple throughout your entire body, causing nutrient deficiencies, systemic inflammation, immune dysregulation, and altered neurotransmitter production that affects mood and cognition. 4. Mitochondrial Dysfunction Mitochondria are the power plants of your cells, producing the energy currency (ATP) that fuels all cellular activities. During burnout, these vital organelles become damaged and less efficient. Their internal structures (cristae) can physically deform, and they shift to less efficient energy production methods. The result is profound fatigue at a cellular level - your body literally cannot produce enough energy to function optimally. Every tissue, organ, and system feels the effects of this energy deficit. The good news is that mitochondria can recover with proper support, as they contain their own DNA and can regenerate when given the right conditions. 5. Immune System Dysfunction Your immune system becomes dysregulated during burnout, often becoming simultaneously overactive in some ways and underactive in others. This paradoxical state can manifest as frequent infections (showing immune weakness) alongside inflammatory conditions and hypersensitivities (showing immune overactivity). Chronic inflammation becomes a persistent problem, creating a constant state of low-grade immune activation that further drains your energy resources and affects brain function, healing ability, and overall wellbeing. Many people with burnout develop new sensitivities to foods, chemicals, or environments that never bothered them before. The Vicious Cycle and Downward Spiral What makes burnout particularly challenging is how these five systems interact and reinforce each other's dysfunction. HPA axis problems disrupt sleep, which impairs mitochondrial recovery. Gut issues create inflammation that triggers immune responses and stresses the HPA axis further. Mitochondrial dysfunction means less energy for healing and proper system function. Minor burnout can resolve on its own with sufficient rest and stress reduction. However, once a certain threshold is crossed, these systems keep each other sick in a self-perpetuating cycle. Without targeted interventions addressing each affected system, recovery becomes extremely difficult or impossible. This explains why some people remain burned out for years or decades despite their best efforts to rest and reduce stress. Navigating Medical Support Unfortunately, most healthcare providers aren't equipped to address burnout as a multi-system condition. This means you must often become your own health advocate and case manager. Some strategies include: When seeking medical help, speak the language of the specialist you're consulting. Instead of saying "adrenal fatigue" (which many doctors dismiss), use terms like "HPA axis dysfunction" or "dysautonomia" that align with medical terminology. Request appropriate testing. Standard bloodwork often misses the markers of burnout. More specialized tests like comprehensive stool analyses, organic acid tests, or cortisol rhythm testing can reveal the underlying issues. Consider working with integrative or functional medicine practitioners who are more likely to understand complex, multi-system conditions. However, be cautious, as quality varies widely in these fields. Remember that your experience is real and valid, even when healthcare providers can't immediately identify the cause. Persistent advocacy may be necessary to get the support you need. Recovery Is Possible But Takes Time Recovering from burnout is a gradual process that cannot be rushed. In fact, trying to accelerate recovery through sheer willpower often backfires, causing setbacks and prolonging the journey. The first rule of burnout recovery is "don't make it worse" - which means avoiding overexertion, respecting your body's current limitations, and prioritizing rest and healing above productivity. Recovery requires addressing all affected systems simultaneously through a combination of lifestyle changes, targeted supplements, stress management, diet modifications, and sometimes medications. This process is highly individualized - what works for one person may not work for another due to genetic differences, varying dietary needs, different lifestyle factors, and unique personal circumstances. The journey to recovery often requires significant changes to how you live and work. It may mean rethinking career choices, relationship dynamics, living situations, and fundamental priorities. While challenging, this process can ultimately lead to a more sustainable and fulfilling life built on a deeper understanding of your body's needs. Conclusion Burnout is not a character flaw or a sign of weakness - it's a complex physiological condition involving multiple bodily systems. By understanding the five key systems involved and how they interact, you can begin to address the root causes rather than just managing symptoms. Recovery is possible, but it requires patience, persistence, and a willingness to make meaningful changes. The path forward involves supporting your body's natural healing processes while avoiding the patterns that led to burnout in the first place. With the right approach, you can not only recover from burnout but emerge with greater resilience and a more balanced relationship with stress.

David Shapiro (L/0)

14,173 次观看 • 1 年前

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,743 次观看 • 1 年前

Big Update: Critters Quest Website Steps Into Production State with an Exciting New Design! Hey Critters, we're thrilled to share some major news, our website has officially migrated from mint state to production state, and we're taking our platform to the next level right here at After three weeks of dedicated work, we've transformed Critters Quest into a more organized, stable, and feature-rich experience, setting the stage for everything we've planned for the future. This isn't just an upgrade—it's the first step before the real journey begins! Key Updates to the Homepage and Beyond Fresh Categories and Pages: We've added exciting new sections to help you dive deeper into the Critters Quest world: - Play $QUEST (Explorer Page for Staking $QUEST): Dive into our new $QUEST explorer page, where you can find games to stake your $QUEST tokens to earn rewards, track your staking progress, and engage in strategic gameplay challenges that grow your Critters' value. - Play Spins (Explorer Page for Spins): Spins are now front and center with a dedicated spins explorer page, designed to highlight Multipliers Spins, Terron Spins, Quest Tablet Spins(coming soon👀), and more. Organized as daily free spins, limited events, and partner spin opportunities for special loot, offering new ways to boost your rewards. - Breakdown Informational Page: We've introduced a comprehensive guide for new users (and a refresher for veterans) to explore how key features work. This page currently focuses exclusively on the mechanics and info for Master Edition NFTs, Cloned Editions, and Multipliers. It explains how Master Editions serve as the foundation for your Critters' value, how Master Editions allow Cloned Editions to be minted out for others, and how Multipliers enhance your rewards throughout critters ecosystem. Redesigned Homepage: Our homepage has been completely transformed into an intuitive experience that gives you a complete overview of the Critters Quest ecosystem at a glance. It features: - Feature Carousel: Highlighting new additions and important updates - Ecosystem Activities: Real-time data showing active games, spins, or other ongoing activities. - Mini-Leaderboards: Quick snapshots of top performers - PFP Activity Feed: See the latest community PFPs minted - Quick-Access CTAs: Every section includes direct links to the full experience, letting you dive deeper with just one click - Streamlined Introduction: New visitors get a concise overview of Critters Quest right away This overview approach makes navigation intuitive for both newcomers and veterans, ensuring you never miss important information or opportunities. Elevated Designs Across the Board: - Dynamic Castle Layout in the Banner: Our homepage now features a dynamic castle layout in the banner, with castles positioned in the order they appear on the leaderboard. The top leaders are showcased at the top, adding a visual representation of community rankings and bringing our competitive spirit to life. - Critters Terminal (Formerly $QUEST Terminal): Our terminal has been upgraded with a sleek new look and enhanced functionality, now known as the Critters Terminal. It's your go-to hub for finding the most powerful cards and looking for new Critters—it tracks $QUEST allocation on available Critters for sale, their power, equipment, and more, helping you build the ultimate team. - Equipment Viewing: Viewing Critters and their equipment has been elevated with detailed rankings, power levels, and stats, giving you a clearer picture of your team's strength and hinting at game mechanics like power-based strategies. - Spins Pages Redesign: The spins experience has been completely revamped with a fresh, user-friendly design, making it easier to spin for rewards and track your progress, with a focus on multipliers and special loot opportunities. - Partnership Sign-Up Page Update: On our main page, you'll see mentions of our legendary partners—GM Capital, Mintify, Sniper, and more—highlighting our growing ecosystem. We've also updated our partnership sign-up page for those looking to partner with us. This page now includes a detailed breakdown of partnership options and new form fields to streamline the collaboration process. We're excited to expand our network in the future! - Animated Banners: Across all pages, you'll notice new animated banners that bring our world to life, adding visual excitement and guiding you through the platform. - Archived Pages: To streamline the site and focus on the future, we've archived older pages like the Master Edition Mint and Referral pages. These will remain available for reference. Coming Soon: We're already working on exciting additions, including: - SHOP Page: A new experience for purchasing items and gear to enhance your Critters Quest adventures, where you can equip your Critters with power-boosting equipment. - Tokenomics/Liquidty Section (Addition to the INFO Page): We're working on a detailed tokenomics section to add to our INFO page, launching alongside updates to our plans for DEX integration. These changes will add more value to Master Editions, give participants greater confidence, and enhance the overall ecosystem. - Cloned Edition Minting: This innovative feature will launch when Master Editions begin to mint out their Clones, allowing people to mint these unique variations. Cloned Editions will inherit traits and offer new gameplay opportunities, expanding your Critters' potential and rewards. Backend Tweaks: While many of these improvements are visible, we've also made numerous backend tweaks that aren't immediately seen. These optimizations ensure better performance, stability, and scalability for the platform moving forward. Continuous Elevation: This migration marks our first massive overhaul, but it's just the beginning. We're committed to elevating Critters Quest on a continuous basis, refining and expanding the platform with each rollout to keep delivering the best possible experience for our community. Foundation for the Future These updates aren't just cosmetic—they're foundational. After three weeks of hard work, we've created a more organized and structured platform that's ready to support the future rollouts we've been teasing, like Edition Minting, Items Shop, and Quest Games. This migration streamlines our process, allowing us to deliver updates faster and more efficiently for both new users and our longtime adventurers. This is truly the first step before the real journey begins. Our production state sets us up to expand Critters Quest into an even bigger, more engaging GameFi ecosystem, where your Critters can thrive through quests, spins, and community challenges. Whether you're a newcomer or a seasoned player, these changes make it easier to explore, compete, and grow your collection. Your Next Expedition We're just getting started! This production-ready overhaul is the launchpad for all the exciting features and expansions we have planned. Keep an eye on for more updates, and dive into the new pages to see how you can level up your Critters Quest experience. We want to hear from you! Share your feedback, suggestions, and experiences with our new production site in our Discord or commenting below. Your input directly shapes our future updates and helps us create the best possible experience. Thank you for your patience and support during this transition. Together, we're building something truly special!

Critters Quest

26,172 次观看 • 1 年前

$AMD $5 Trillion MC Is Inevitable Long Term👑 This thread will focus more on Inference! 2026 EPYC "Venice" $TSM 2nm to save Large GW Scale Inference by 40% more than Prior Turin gen. Context: EPYC Turin achieves ~$0.001 per million tokens for batch inference vs $0.02-$0.12/ million tokens as I wrote the thread below. Venice is going to lower cost down to $0.0005-$0.0006/Million Tokens. OpenAI spent roughly $20B on Inference and Training, where 80-90% of that was for Inference per Analysts. AKA Renting Compute is Expensive AF! In this thread, I want to focus on why most analysts and investors are underestimating the role EPYC "Venice" and future Gen on overall Data center revenue. And $TSM ramping up 2nm supply early is a confirmation that AMD will be a major buyer long term. I will also link the thread the Gap between AMD Analysts & Reality and 2nm Ramp Thread so you have more comprehensive view of what I'm writing here. Before I go into detail this is my 2026 Projection: AI GPUs: $35-$50B EPYC Data Center: $15B-$17B Client Segment: $12-$13B Gaming: $6B Embedded: $4B-$5B Total Revenue $70-$100B Non-GAAP net income $18B-$25B Non-GAAP EPS $10.97-$15.40 Foward P/E 55x-70x= $603-$1,078 AMD's Analysts are projecting $0 Revenue for MI450 and sluggish EPYC Growth. Meaning, all analysts are either full of 💩 or Sexist, you decide! Analysts are also projecting 0% growth on AMD "Secret Weapon" Chip as $MSFT said we are at significant Windows refresh and upgrade cycle. Do you think TSMC would allocate more 2nm supply to $AMD at $0 MI450 revenue and sluggish EPYC? 1. EPYC is going to be the leader in lowest Inference! Current Turin cost saving is 95% vs $NVDA or 98-99% on Inference cost when you factor in renting Inference compute from Amazon Web Services, Microsoft Azure, or $NVDA Neocloud pets. TSMC claimed: 10-15% higher performance at iso-power, 25-30% lower power at iso-speed, and ~15% higher transistor density compared to 3nm. This reduces operational expenses (energy, cooling) while increasing throughput per chip. EPYC Turin achieves ~$0.001 per million tokens for batch inference (via vLLM on models like Llama 3 70B), driven by high core counts and low hardware costs. EPYC Venice offers ~1.7x overall performance and up to 70% more compute capability per core, with up to 256 cores (512 threads). Enhanced vector/AI instructions and open-source firmware (openSIL) optimize for inference workloads. AMD Incorporates AI Engines (now part of AMD's XDNA) for on-chip acceleration, improving efficiency for low-latency and edge inference. This reduces reliance on discrete GPUs, lowering system complexity and TCO. Venice SKUs are projected at $3,000-$15,000 ($5,000 for 256-core flagship), far below NVIDIA Rubin ($50,000-$90,000) or AMD's own MI450 GPUs ($40,000-$50,000). High memory bandwidth (up to 1.6 TB/s) supports efficient batch inference. Venice is designed exactly for Large customers that want to lower Inference Cost and MI450 Helios is for Customers that want Training at lowest TCO, TDP as well as lower Upfront 1GW scale(Full build $35-$40B vs $NVDA $55B-$80B). 2. Real World Example: OpenAI's 2025 inference spend reached ~$20B, escalating to even higher total compute rental (mostly inference) amid token volume growth(from video generating). By 2026, with usage doubling (consistent with industry trends: token demand grows 2-5x YoY), assume OpenAI processes ~1,800 billion million-tokens annually $NVDA Blackwell at $0.02-$0.12 is $36B(most optimized) Rubin is projected to be at $0.01/million tokens or $18B annual Inference Cost vs $AMD Venice $0.0005/million tokens or $0.9B annual Inference Cost => Massive saving for OpenAI or anyone that are paying 80-90% Annual Bill for Inference compute. In short, it is unsustainable to pay this much rent vs owning for all current AI players for the medium to long term. Rubin excels in low-latency decode (if Groq integration from $20B deal in 2027-2028), but Venice dominates batch (80% of inference by 2030). Actual savings depend on deployment scale (OpenAI's 6GW AMD plans), electricity rates, and software maturity. If Rubin only hits $0.03, savings swell to $53.1B vs. $17.1B. 3. Will running Inference on Venice and future Gen slow down response generation in 2026 and beyond? Human perception of "fast enough" for chat, agents, search augmentation, summarization, coding assistance is roughly Meaning, EPYC may generate $100B a year on data center revenue, Hence $MSFT $AMZN $META $GOOGL OpenAI xAI and 42+ Countries are leaning AMD for Inference, because the cost saving is MASSIVE! 4. Regular users (you, me, people using ChatGPT, Claude, Gemini, Grok, Perplexity...) are extremely unlikely to notice any slowdown and in many cases might even experience slightly faster or more consistent response times if the industry heavily shifts toward AMD EPYC for inference. What actually happens when companies save massively on inference? When OpenAI , Anthropic , Gemini , Grok Meta .... save billions on the batch/enterprise/RAG layer using EPYC Venice, they typically do one or more of these things with the savings, none of which make your chat slower but enhancing their bottom line(Profit) ~Keep prices the same → make more profit ~Lower subscription prices / increase free tier limits ~Train bigger & better models more frequently ~Offer longer context windows ~Add more reasoning steps / tool calls / agents per query ~Improve multimodal capabilities ~Build more data centers / reduce throttling during peaks In practice the consumer experience usually gets better, not worse, when inference becomes dramatically cheaper. Prime example is $META leaning AMD heavily or currently AMD largest customer. or Grok 2 to Grok 3 heavily used AMD for Inference saving. And most Grok Users reported Groke responses snappier, not slower. 5. What does this mean for potential Revenue? Noted that TSMC is massively ramping 2nm supply for $AMD both MI450 and EPYC. EPYC Conservative projection: FY2025: $10.5B(best Est) FY2026: $16B FY2027: $29B FY2028: $49B FY2029: $75B FY2030: $100B Large customers: $META OpenAI $MSFT $AMZN $GOOGL xAI (Apple?) Smaller customer: $DELL $HPE $SMCI and 42+ other countries. The roadmap to $5 Trillion is very much inevitable as Inference Cost from Renting or owning $NVDA are too high, but $NVDA will still dominate Training market share, where MI families are likely to take 15-20% market share, but the TAM is also expanding Rapidly. Most Institutions are projecting $2-$3Trillion TAM by 2030. $NVDA said $4 Trillion. Dr. Lisa Su said $1 Trillion+ by 2030. So you decide on how much TAM. If you enjoy this kind of analysis, Slap the Like/Repost and Bookmark to please the X Algo as it is Free.99! If you want to support my work further, consider subscribe to see more in-depth analysis! Alright, that is it. Not Financial Advice!

Mike

102,223 次观看 • 7 个月前

🛠️ 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 次观看 • 2 年前

Composer by Symphony: Completing the Liquidity Loop on Sei For the past several months we had been working on a key project in parallel with our core aggregator product. Introducing Composer, a bonding curve style launchpad natively on Sei. Why Symphony Built Composer Symphony is the first native DEX aggregator on the Sei blockchain. While there are currently no fees, our routing engine will eventually earn revenue through a commission on the savings difference (versus the most liquid DEX) every time a trade is executed, so healthy volumes and a wide range of tokens directly strengthen our long-term revenues and the network’s depth. While Sei boasts industry-leading finality, launching tokens here has remained a manual, fragmented process with a high technical barrier. Founders might also negotiate private deals, liquidity providers wait for improvised pools, and traders discover assets only after spreads have widened. Fewer launches mean less order flow – exactly where an aggregator needs growth. We now close the gap with the introduction of Composer which offers a turn-key, on-chain launch path that bootstraps liquidity via a deterministic bonding curve and graduates projects once they reach a meaningful depth. It also automatically lists graduating tokens on Symphony, which means every partner integration that uses Symphony will be able to access them. Composer’s Mechanics -Launch fee: 2 SEI, filters spam while keeping entry friction low -Graduation threshold: 9001 SEI bonded, guarantees real depth before open trading -Creator pre-buy: up to 20% of supply permitted, aligns founders with public buyers -Pre-bonding fee: 1% on buys & sells, contributes to Symphony’s developmental growth -Initial bonding venue: DragonSwap, currently deepest order flow for miscellaneous tokens (more DEXs will follow) -Listing event: automatic Symphony inclusion at graduation, no manual exchange negotiations and instantly accessible by existing Symphony integration partners Partnership Incentives 1. SEIYAN Liquidity Boost SEIYAN on SEI, the leading OG memecoin on Sei, will commit part of its treasury to bond capital into select Composer pools, accelerating their journey to graduation. When those pools succeed, the tokens SEIYAN accumulated are airdropped to xSEIYAN stakers, dispersing fresh assets to a large, existing community and instantly creating expanded holdership. Composer projects get immediate depth; SEIYAN holders gain diversified exposure; the entire network benefits from heightened awareness. 2. SEIYAN Backed Rebate Every Composer-graduated token launches with a 1 basis point (0.01%) rebate paid in $SEIYAN, which was acquired by Symphony’s treasury to fund this campaign. 3. DragonSwap Integration Bonus To celebrate DragonSwap's token launch, graduation of a successfully bonded token from Composer will be exclusively traded on DragonSwap. Because of this, you will also receive an additional 1 basis point rebate (0.01%) in 2. — the DragonSwap token. Together, these incentives shorten time-to-liquidity, amplify marketing reach, and create tangible economic incentives for every participant in the launch cycle. We also have intentions to expand the incentive program with additional rewards as more traction builds. Launch Timeline Closed-invite cohort begins closed testing deployments today (July 7, 2025) for selected invite-only users. These tests will not be made public nor intended to be publicly tradeable. Official open-alpha access for public release will be July 10, 2025. This is when tokens will be able to be launched by anyone on Sei on a live basis. Next Roadmap Items -Mobile support: optimized trading to cater to an increasing mobile audience -Multi-DEX support: automatic routing across every major Sei venue to minimize slippage -Turn-key staking: one-click contracts so graduates can reward holders through community building from day one via simplified single sided staking -Liquidity redeployment: optional turn-key yield strategies upon graduation -Additional integrations: possible API or direct integration with partners to access trading during the pre-bonding stage, such as through MILLI ⚡'s Telegram Trading Bot Early Access Reward Composer potentially transforms Sei’s raw speed into a self-sustaining pipeline of new assets and trading volume. Join us at launch and help shape the next chapter in Symphony’s and Sei’s growth story. Those who participate in the initial stages of Composer (in terms of both launching tokens and trading them during pre-bonding) will likely be factored into Symphony’s eventual token launch as part of a reward process. We expect hiccups and necessary optimizations so early participation is a critical process in ensuring our product becomes resilient and, of course, a fun experience. dApp Link and public access will become available on Thursday, July 10th, 2025. Source:

Symphony Exchange

13,799 次观看 • 1 年前

Tiny drone hits invisible mode by twisting faster than eye can detect | Omar Kardoudi, New Atlas Engineers at Northwestern University have built a drone that vanishes without camouflage or transparent panels. Its trick is spinning so fast that your eyes simply give up trying to focus, a stealth edge that could turn surveillance into something almost invisible. The aircraft, nicknamed Phantom Twist, rotates up to 25 times per second, a rate that outpaces how quickly our visual system can process sharp detail. Instead of true invisibility, the drone dissolves into a faint, ghostly blur that blends into whatever is behind it. The work, led by associate professor Michael Rubenstein, was presented on July 16 at the Robotics: Science and Systems 2026 conference in Sydney, Australia, under the title Computational Design of a Low-Visibility UAV Using Human-Aligned Perceptual Metric. "Most efforts to hide drones focus on making them look like their surroundings," says Rubenstein. "Instead, we asked whether we could design the drone itself around the way humans perceive motion. This idea of low visibility through persistent motion is something few people have explored." That distinction matters because drones are increasingly used to watch wildlife, check aging infrastructure, or survey wetlands, but their mere presence changes the behavior of whatever they're observing. Birds scatter, animals flee, people act differently. A drone that's hard to spot could do the same job without that side effect. Prior attempts at motion-based concealment offer useful context here. The Northwestern paper points to an earlier project nicknamed the Boomerang Drone, covered in a 2006 New York Times Magazine piece, which tried a similar high-speed rotation trick but couldn't spin fast enough to fully exploit the blur effect, leaving it largely visible. The paper authors also trace the broader idea of active concealment back to the "Yehudi light," a counter-illumination project developed by the National Defense Research Committee in 1944 to hide Allied sea-search aircraft from enemy view. The Phantom Twist itself takes a very different shape from those earlier attempts. Rather than a typical quadcopter with four separate rotors, it runs on a single motor and a single propeller, with the propeller spinning one way while the rest of the drone's body spins the opposite way. "For a typical quadrotor drone, the propellers are spinning, but the robot is stationary," Rubenstein explains. "So, you still see its body. For our drone, the whole thing is rotating, so there are no stationary parts." To reach that layout, the team's computer model generated roughly 20,000 possible drone configurations capable of stable flight, then used artificial intelligence and optimization algorithms to repeatedly rearrange the motor, propeller, circuit board, counterweight, and batteries. Each design was simulated spinning mid-flight and overlaid on 100 real-world backgrounds, then scored by a perceptual model built to mimic human vision, where a lower score meant better camouflage. The 500 best-scoring designs were run through the optimizer again to squeeze out further gains before a final version was built. Emma Alexander, an assistant professor of computer science and one of the study's co-authors, explains the underlying physics. "The human eye takes time to accumulate signals, roughly analogous to the exposure time of a camera," she says. "When an object spins quickly, we perceive it as blurring out and losing distinct features. Because this new drone is almost entirely transparent, its few opaque components are visually averaged with the background for an overall appearance of a slight haze." According to the paper's visibility metric, the finished drone is about 10 times harder to spot than a standard quadcopter. But the spinning trick has real limits that make this drone far from being completely unnoticeable. The propeller still makes an audible whir that gives the drone away even when the eye can't, and its support wires and rods remain partly visible. The paper's authors suggest future versions could lean on more transparent materials and quieter propulsion, edging the drone ever closer to true – and somewhat scary – invisibility. After all, the same trick making a drone less impactful on wildlife could just as easily help it sneak around for reasons that aren't so friendly.

Owen Gregorian

24,294 次观看 • 24 天前

Canada has fallen a long way in a very short time and the evidence is everywhere for anyone willing to look without the rose colored glasses the government keeps handing out. What used to be one of the safest wealthiest and freest countries on earth now feels like a place where basic order affordability and common sense have been deliberately sacrificed on the altar of ideology and political vanity. Start with the streets themselves. Violent crime has exploded upward fifty percent since the middle of the last decade. Homicides are up nearly forty percent sexual assaults have almost doubled and home invasions in major cities have tripled in some years. Auto theft has become so routine that insurance companies treat it like weather. None of this is random. A huge share of these crimes are committed by people who were already out on bail or probation when they struck again. In Saskatchewan almost half the people charged with murder in a recent year were on judicial release at the time. Across the country hundreds of murders have been committed by individuals the system had already caught and then let walk. The phrase catch and release is not hyperbole it is the lived reality of police officers victims and anyone paying attention. The bail disaster traces directly to Bill C75 passed in 2019 under the banner of progressive reform. That law turned the principle of restraint in custody into a default preference for release no matter how violent or repeat the offender. Judges were told to find alternatives to detention and the result was entirely predictable. Roughly seventy percent of accused now get bail even when they have long records and even when the new charges involve guns drugs or serious violence. When foreign nationals commit crimes that should trigger automatic deportation the same broken process applies. They get bail they disappear and the Canada Border Services Agency admits hundreds of convicted foreign criminals are currently unaccounted for inside the country. Some have convictions for sexual assault or trafficking yet they walk free while their removal orders gather dust in a backlog that never shrinks. Cost of living has become a daily punishment. Groceries for a family of four now run close to fourteen hundred dollars a month and that number keeps climbing even as headline inflation supposedly cools. Rent in every major city has risen between twenty and fifty percent in five years while wages have barely moved. Household debt sits at the highest level in the G7 and mortgage renewals at five percent plus interest rates are about to crush another wave of families. Food bank use has doubled tent cities sprawl in parks that used to be safe for children and one in four Canadian kids now lives in a household that cannot reliably put food on the table. The carbon tax alone added hundreds of dollars a year to heating and fuel costs for the average home before it was finally paused in a panic last year. None of the promised rebates ever covered the real hit especially for rural families and low income workers. Free speech the thing Canada used to brag about has been systematically strangled. The government passed Bill C11 giving itself power to regulate what algorithms show Canadians online. It tried to pass Bill C63 which would have allowed house arrest for things people might say in the future. And through Bill C18 it created the absurd situation where news from legitimate Canadian outlets is still banned on Facebook and Instagram more than two years later. Ottawa knew Meta would block news rather than pay the forced link tax and they passed the law anyway. When the blackout hit they shrugged and blamed the company. The result is that millions of Canadians get their information from random memes influencers and conspiracy accounts while local journalism dies and emergency alerts during wildfires get buried under cat videos. The same government that claims to defend democracy has engineered a system where the largest public square in the country is deliberately stripped of verifiable news. Corruption and unaccountability are no longer exceptions they are the operating model. Politicians face ethics investigations and simply prorogue Parliament to kill them. Contracts worth hundreds of millions go to connected insiders with no competitive bid. A single two person consulting firm with no employees managed to bill the government more than a hundred million dollars for work it subcontracted out at massive markups. Green slush funds handed out four hundred million dollars with almost two hundred conflicts of interest. Banks launder money for foreign cartels and pay fines in other countries while no executive here sees a courtroom. The ethics commissioner issues reports that go nowhere because the office has no real power. Scandals that would end careers in any serious democracy are treated as minor public relations problems to be managed until the news cycle moves on. Healthcare waits have become a national humiliation. The median wait time from referral to treatment is now over thirty weeks longer than anywhere else in the developed world. Two and a half million people have no family doctor. People die on wait lists for heart surgery and cancer care while the system pushes medical assistance in dying as a cost saving measure. Mental health supports are a cruel joke with waits measured in years not months. Immigration policy turned a manageable program into a population tsunami that outran every piece of infrastructure the country had. Temporary residents alone now exceed three million people many working low wage jobs that used to go to young Canadians. Housing construction never kept pace rents soared and the feel of entire neighborhoods changed overnight. The government finally admitted the scale was unsustainable and began slashing numbers but the damage is done and the reversal is slow. Taken together these failures paint a picture of a country that has chosen ideology over competence control over freedom and short term political wins over long term national health. The people in charge spent a decade telling Canadians everything was fine while debt exploded crime surged speech narrowed and the basic social contract frayed. Trust in institutions sits at historic lows and anger is no longer fringe it is mainstream. Canada is not broken beyond repair but the longer the current path continues the harder the eventual correction will be. The evidence is overwhelming the country most of us grew up in has been radically and deliberately transformed and not for the better.

Vote Canada

25,186 次观看 • 8 个月前

🟢GIVEAWAY🟢 Best comments or memes about this whole circus + RT this post. 10 winners will each get $50💎 (For evidence, supporting materials, and context, read both articles and watch the video included in the article I posted yesterday) Housebets.com & Porchy pay your debts A few people told me they did not fully understand the first article because there were too many moving parts: leaderboard accounts, rewards, weekly dates, monthly bonus, Tequity, game categories, withdrawals, Provably Fair, seed changes, migration, support tickets, ledgers and founder messages. Fair enough. The evidence is already there, and I still recommend reading the full articles and, above all, watching the video, because the video shows the reward system failing live. But this text is the cleaner version: the full story explained in plain English, without assuming the reader knows anything about crypto casinos, leaderboards or lossback systems. From all the evidence I’ve gathered, the Housebets story is not a normal “player lost money” complaint. It looks like a full transparency failure across the whole product: leaderboard, rewards, withdrawals, game categories, Provably Fair / Tequity mapping, support, migration and founder response. Housebets sold itself as a rewards-first casino: public leaderboards, weekly/monthly bonuses, fast withdrawals, VIP treatment and Provably Fair games. But every time I asked for the records behind those systems, snapshots, ledger entries, weekly cycles, GGR/NGR, slider logs, PF seed mapping, Tequity round IDs, withdrawal approval logs, the answer became some version of “forwarded to the relevant department.” This started long before the public dispute. I was not some random angry player who appeared after one bad session. In January I was helping Housebets and giving product feedback. I literally told support on 27 January that I was “testing the website for George,” while already dealing with a non-instant withdrawal and a 100% welcome bonus that had not applied. Support even asked me for “proof about your testing job.” The same chat shows the advertised 100% Welcome Bonus, the bonus not applying, and support saying the withdrawal needed internal confirmation instead of being instant. The welcome bonus issue never looked clean. Housebets advertised a 100% Welcome Bonus up to $1,000 on first deposit; I deposited, contacted support, and the bonus did not apply. Then support effectively turned a first-deposit bonus into a second-deposit workaround because the first one had not been applied properly. On 31 January I came back after another deposit and told them the bonus still had not been applied, even though I had already followed support’s instructions. Edward replied that he had “forwarded” the concern to the team. The same 100% welcome bonus was still being advertised in March. By April, the rewards system was already showing serious problems. I had the weekly slider at 100% lossback and told support I had lost money but the weekly did not appear. Jacky said the weekly was generated every Thursday at 00:01 UTC and gave actual internal figures: GGR $6,250, Total Bonus $6,083.99, NGR $168.31. So Housebets clearly had internal calculations when it wanted to explain why something might not pay. But when I later asked for full calculations, those same numbers suddenly became impossible to produce. Then on 18–19 April, the rewards page was bugged and would not let me claim. Support could see a pending weekly bonus of $717.37, but I could not claim it from the UI. Tee said it had been forwarded to the relevant department. That $717.37 later appears in the bonus ledger as Rakeback (20 Apr) 717.37089061, so I am not saying that specific one stayed unpaid forever. The point is worse: already in April, support could see a pending weekly reward while the player-facing reward page did not work. For a casino built around rewards, that is not a small bug. That is the product. In May, the UI and account data kept failing basic trust checks. On 8 May, I deposited 400 USDT; support said it had been credited, but I could not see it, and the proposed fix was to log out, clear cookies and cache. On 16 May, I asked why total deposits and withdrawals had disappeared from the menu; support said the platform was “in continuous evolution.” On 17 May, I asked for my total deposits and withdrawals, and support said they did not have direct access to that consolidated summary and would email it. That full official ledger did not arrive. So when Housebets later defends itself with UI screenshots, remember: this was the same UI where deposits could be credited but invisible, totals disappeared, rewards pages bugged, and support could not access consolidated account totals. Withdrawals were also not what was advertised. On 16 May, I asked why a crypto withdrawal was pending if withdrawals were supposed to be instant. Tee answered: “A few withdrawals require manual approval,” then added, “Our withdrawals are typically instant but…” That matters because a few days later the withdrawal delay became real damage. On 25 May, I told support before a match that I needed the funds to place a time-sensitive bet on another site in less than 20 minutes. I explained I wanted to bet around 60k at odds of 2.55. The withdrawal did not arrive in time. Later I told them the bet won and that I missed around 90k in profit because Housebets took more than two hours despite being warned before the match started. Jacky said he would raise the compensation case to the VIP team. Nobody resolved it. This was not one delayed withdrawal either. In my formal complaint I reconstructed several withdrawal delays: 23 May 02:55 → 08:03, around 5h08m; 25 May 03:05 → 08:09, around 5h04m; 17 May 03:54 → 08:02, around 4h08m; 18 May 04:46 → 08:11, around 3h25m; 16 May 05:23 → 08:12, around 2h49m. That is not “instant withdrawal.” And if later marketing says withdrawals are much faster now, the obvious question is: if this was the faster version, what did slow look like? The Provably Fair / Tequity side was another major issue. On 17 May I asked support how to verify an old Blackjack round. I did not ask for a generic explanation of Provably Fair; I asked where I could see the server seed, client seed, nonce and result for previous games. Support sent me to bet history, mentioned RTP, gave a generic PF explanation and showed the current Dice seed screen. When I said that did not let me verify previous games, they told me to clear cookies/cache. After doing that, I saw a new client seed and nonce 1 even though I had not played with that seed pair. I asked if Housebets changes seeds on every login. Support could not answer and told me to contact VIP. That seed/session behaviour is important. I later recorded video evidence around the seed changing after clearing cookies/cache and asked for the exact mapping: Housebets account ID → Tequity/provider player ID → session/currency context → seed pair → server seed hash → revealed server seed → client seed → nonce/cursor → raw outcome → final result. Housebets cannot sell Provably Fair if the player cannot verify historical bets, and “contact VIP” is not a verification algorithm. On 24 May, I asked for raw verification data for a specific Tequity Blackjack round: Round ID e1648d60-0da1-4433-a5ab-9ae39f5302e3, Blackjack, Tequity, bet amount 11,346 USDT, client seed O3YBZF7LBu, server seed hash starting 712875.... I asked for revealed server seed, nonce, full result JSON, card draw order and verification algorithm. I also asked about an apparent duplicate-card/deck question. Tee replied: “I don’t have the answers to your questions right now, but I’m forwarding your request to the relevant department.” That same day, I asked for a full audit of six Dice bets of 11,400 USDT each, total 68,400 USDT. I requested bet IDs, provider round IDs, roll results, seed data, balance ledger, request/session logs, security logs, retry flags, provider records and a full technical reconciliation. Tee replied: “I will forward this to the relevant department.” So when I asked for raw data, the answer was not data. It was forwarding. Again. There were also many large loss clusters that required reconciliation because of those unresolved PF, Tequity, category, RTP and session questions. In my complaint I listed clusters such as 25 May 02:17–02:54 Blackjack around 169,932 USDT; 16 May 12:31–13:26 Dice around 90,571.92 USDT; 26 May 02:48–03:58 Mines around 89,199 USDT; 24 May 06:20–06:21 Dice at 68,400 USDT; 26 May 00:11–01:41 Blackjack around 59,910 USDT; 25 May 22:51–22:59 Dice around 59,576 USDT; and several more between 40k and 56k. I am not saying every losing cluster proves manipulation by itself. I am saying that when PF mapping, provider logs, RTP/HE, category mapping and seed/session behaviour are unresolved, these sequences need a real reconciliation. The leaderboard is where the story becomes very hard for Housebets to explain. Around 19–20 May, two new accounts, elmourabut and lucasmartirini, appeared and started climbing every day at a vertiginous pace. Not normal slow leaderboard growth. Not a casual player building volume over time. They were created around that period and then started rising with huge wagering in a way that looked extremely unnatural for brand new accounts. By 29 May, I was first on both weekly and monthly leaderboards, and those two accounts were directly behind me with huge volume. In the monthly leaderboard screenshots, I was around $3.33M wagered, while elmourabut was around $1.29M and lucasmartirini around $1.08M. In the weekly leaderboard, I was around $1.096M, while those two accounts were around $635k and $578k. They were not normal accounts sitting at the bottom; they were directly behind me, applying pressure. In my formal complaint I recorded that elmourabut joined on 19 May and lucasmartirini on 20 May, that they showed zero visible withdrawals, large deposits/wagering and significant card-game volume, and I asked Housebets to confirm they were not staff, test, QA, admin, house-controlled, affiliate-controlled, internally funded, promotional, bonus-only or multi-account related accounts. This matters because a leaderboard is not passive. It is gamification. It makes players defend rank. When two new accounts appear behind you with hundreds of thousands or more than a million in volume, you are pressured to keep wagering. In my case, the disputed deposit sequence from 25 May 22:23 to 26 May 02:09 totals 91,168.375326 USDT. That sequence begins with 1,000.00 at 22:23 and continues with repeated deposits until 2,879.148969 at 02:09. The video later shows why those dates matter: there were deposits coming in, no gameplay withdrawal offsetting the sequence, a balance basically at zero, and later a leaderboard prize shown as P/L. I formally asked Housebets to confirm those two leaderboard accounts were real and eligible, and also to preserve wager logs, transaction records, balance adjustment logs, account flags, leaderboard calculation snapshots, support ticket logs, Telegram/email records and internal notes. Edward said he forwarded the request. In the same thread, he added that they were “working on fixing an issue regarding the weekly bonuses,” and then said the weekly countdown was “not currently on Thursday evenings.” So the leaderboard issue and the weekly bonus issue are linked in time and support context. After that, Housebets confirmed by email that elmourabut and lucasmartirini were “legitimate and eligible accounts.” That email is the trap door. If they were legitimate and eligible, they should have remained in the leaderboard with their volume. If they were not, Housebets should never have confirmed them as legitimate and eligible. After that confirmation, the accounts disappeared from the leaderboard or stopped appearing in the positions their previous wagering required. I went back to support on 30 May and wrote: “There has been a material post-confirmation leaderboard change involving two accounts that Housebets had already confirmed as legitimate and eligible. I need the exact reason, timestamp, logs, and recalculation basis.” Edward said the matter was flagged and that I could expect a prompt response. I am still waiting for the actual explanation. Why did they disappear? My read is simple: because every hour that passed, there was more evidence around those accounts. They had been created around the same period, they were climbing at a speed that looked anything but human, they showed no visible withdrawals in the data I could see and reported, they appeared to be generating huge volume in unclear game categories, and the games/categories tied to that volume did not even make sense from the player-facing UI. When I started asking what they were actually playing, what Card meant, whether the volume was Tequity / UnOriginals / House Games, what RTP and house edge applied, and where the logs were, the questions became uncomfortable. Keeping those accounts visible became harder than removing them. So they disappeared. The game category issue made the leaderboard even more suspicious. On 30 May, I asked support why my own stats showed almost all my volume under Slots / Tragamonedas when I did not play real slots. I told them: “i dont play 3$ in unoriginals,” “i played all 3M in unoriginals,” and “ive never play slots.” I asked what “Card” was, where that game was, what RTP and house edge it had. Monica said Card was mainly Blackjack, Baccarat and Poker variants. Marcus later said the team was investigating why it showed that I mostly played slots when I had not. He could not give the exact game, RTP, HE, provider, category mapping or contribution logic. That matters because those same unclear categories were connected to leaderboard volume. If the site cannot clearly explain whether volume is Slots, Card, UnOriginals, House Games, Blackjack, Baccarat, Always 9 Baccarat or Tequity, then the leaderboard is not auditable for the player. I even asked which UnOriginals those two accounts were playing, and support told me to look at Live Bets. That is not an answer. I was not asking for gossip; I was asking what exact games generated leaderboard volume, what RTP/HE applied and whether that volume was eligible. There is also an earlier leaderboard-related precedent: Porchy had already told me in February that I would lose leaderboard places if I did not rename, because too many people were messaging support saying the site was not being fair due to my name and it “doesn’t make us look good.” That matters because it suggests leaderboard positioning was not treated as a sacred, untouchable system when public perception was involved. If leaderboard positions can be threatened for image reasons, then later claims that everything is purely automatic deserve scrutiny. Then Porchy made the leaderboard situation worse. Instead of producing logs or snapshots, he later said the leaderboard had “abusers” on it, that they were removed to help other players, and that it never affected me. Later he said they paid every single person, “even these abusers,” then called me “begging for money.” That creates a direct contradiction: Housebets confirmed the accounts as legitimate and eligible, then Porchy referred to leaderboard “abusers.” If they were abusers, why were they confirmed as legitimate and eligible? If they were eligible, why did they disappear? If they never affected me, where are the historical snapshots proving that? Once those accounts disappeared, Housebets paid the leaderboard prizes. On 1 June, the bonus ledger shows two Leaderboard entries: 5,007.46111706 and 1,001.49222341, totaling 6,008.95334047. That part was paid. But then Act Two started: the weekly and monthly rewards did not appear as separate ledger entries. The same bonus ledger shows those two 1 June entries as Leaderboard only, not Monthly Bonus, not Weekly Reload, not Lossback. The weekly timeline is a mess. On 28 May, the dashboard / UI said the weekly bonus was claimable every Thursday at 00:01 UTC, and the monthly was available on the 1st at 00:01 UTC. That same night I told support the weekly had shown as available, then reset to 6 days without paying. Later I sent screenshots and wrote: “1M wagered and 0.2$.” Jacky said he had raised the issue to the technical team. So the weekly failure was reported live, not reconstructed after the fact. The next day, 29 May, Edward said they were fixing an issue regarding weekly bonuses and that the weekly countdown was “not currently on Thursday evenings.” Then on 1 June, Spencer said the May weekly bonuses were 7th, 14th, 21st, and then due to migration the weekly moved to Monday, so there was one on the 25th on the new platform. He also said the 25 May weekly covered gameplay from 21–24 May, and that tech was looking at that plus the monthly bonus. The ledger does show a 25 May 02:10 Rakeback entry of 1,996.08334791, which likely corresponds to that 21–24 May weekly. But my major loss sequence starts about 20 hours later, on 25 May at 22:23, and continues until 26 May at 02:09. So the 25 May weekly cannot cover those losses. If weekly was still Thursday, the 25/26 losses should have been in the 28 May weekly. But the bonus ledger on 28 May shows only two tiny Rakeback entries, 0.28373945 and 0.00280958. If weekly moved to Monday because of migration, those losses should have appeared in the next weekly after 25 May. But on 1 June the ledger only shows Leaderboard entries. Then the final video shows the next Weekly Reload reaching zero, paying nothing and resetting to 6d 23h. So the same loss sequence appears to fall into no paid weekly cycle. The 4 June support conversation makes this even more ridiculous. After I recorded the weekly reset video, I asked support a very simple question: what were the last weekly dates/cycles? The dashboard / support flow again said weekly bonuses are claimable every Thursday at 00:01 UTC. Jacky confirmed: “Weekly bonuses can be claimed every Thursday at 00:01 UTC in the Rewards tab,” and added that if not claimed by the following Wednesday at 23:59 UTC, it expires. But when I asked for the exact last four dates, Jacky said he had to check with the relevant department. When I pressed again, he said, “Sorry, As I am only a CS, Let me raise your concerns to relevant department.” I asked whether support did not have the information or simply could not answer. He replied: “Do you have any other concerns?” They use weekly cycles to decide whether to pay, but support cannot explain the weekly cycle. The monthly is missing too. The dashboard / UI said the monthly bonus is based on activity and VIP level from the previous month and is available on the 1st at 00:01 UTC. In May I had more than 3,258,023.0829 wagered according to the formal complaint data. I also have proof/video that the monthly slider was set to 50/50. On 1 June, Spencer first told me I had claimed the Monthly Bonus at 1:12am BST around the same time as the monthly leaderboard reward. I immediately said I only received leaderboard prizes. Then Spencer changed the answer: “Our tech team are still actively working on issues regarding the monthly bonuses.” So first the monthly was claimed, then tech was still fixing it. The ledger still shows no Monthly Bonus entry. Housebets then seems to rely on “up overall” as a defence. But the video and ledger show why that does not work. My weekly/monthly profile later showed around +6,008 P/L with 0 deposits, 0 wagered and around 6,008 in bonuses. That number matches exactly the two 1 June Leaderboard payments. So the UI is showing leaderboard rewards as P/L. Then support used “up overall” to say I was not eligible for weekly lossback. That is not a clean lossback calculation. That is using a leaderboard reward as apparent profit to deny a lossback that should be based on actual eligible losses. There were also smaller reward-confusion issues along the way. On 22 May I asked for all pending bonuses,weekly, monthly, rakeback, level-up, anything, and support said the internal team would manually verify whether everything had been credited correctly and email me. On 24 May, I asked about level-up rewards because the reward looked like $3,500 for Pearl; support clarified it was $3,500 total across all Pearl levels, $500 per level. These are not the core issues, but they are part of the same pattern: rewards marketing, unclear UI, manual verification, emails that do not arrive, and players having to chase basic explanations. Then there is the migration. On 25 May, after the delayed withdrawal, missing VIP contact and unresolved issues, support told me my account would be moved to the new platform and that this upgrade would offer a better withdrawal process and fix many issues. Before that migration, I explicitly requested that no account data, internal data, logs, balance history, bonus history, bet history, provider records or pending issues be deleted. The response: “Your request has been relayed to the relevant department.” Again, forwarding. But if the old data is safe, Housebets should provide the old leaderboard snapshots, old weekly states, old bonus logs, old Tequity mapping and old withdrawal approval logs. The founder response did not fix anything. When Porchy finally engaged, he did not provide the records. He framed the settlement request as “so you want $100,000?” and asked whether I needed it or else I was going to post on X. I had already made clear this was not money for silence; I asked for logs, snapshots, withdrawal records, calculations and a counter-calculation if Housebets disagreed. He later referred to “abusers,” told me I was “up overall,” said “You are begging for money,” and suggested I “just do this to casinos.” Still no ledger. Still no weekly calculation. Still no monthly entry. Still no PF/Tequity mapping. Still no leaderboard snapshots. Another player also contacted me with screenshots pointing to similar categories of issues: private deals, leaderboard payout disputes, migration/account merge problems, missing history and a tiny monthly bonus despite claimed losses. I am not using that player’s case as the foundation of my claim without his full ledger, but it matters because it suggests the same type of opacity may not be isolated: private VIP/reward deals, leaderboard eligibility, monthly bonus calculations, migration and unclear history. If Housebets has private deals that affect leaderboard eligibility or rewards, it must explain how those deals interact with public leaderboards. So the overall picture is this: Housebets sold a public leaderboard and rewards system that pressured real wagering. Two new accounts appeared directly behind me with huge volume, were confirmed as legitimate and eligible, then disappeared after I asked for logs and questioned game categories. Housebets could not explain the exact games, RTP, house edge or category mapping behind the volume. The accounts were later framed by Porchy as “abusers,” contradicting the earlier eligibility confirmation. Once Housebets paid me the leaderboard prizes, those prizes were shown as P/L, and that contaminated P/L was then used to claim I was “up overall” and not eligible for lossback. At the same time, my real 25 May 22:23 → 26 May 02:09 loss sequence of 91,168.375326 USDT appears in no clean weekly cycle. The 25 May weekly covered 21–24 May according to Spencer, so it cannot cover that loss sequence. The 28 May weekly showed only tiny Rakeback entries and was already reported as broken. The 1 June ledger shows only Leaderboard entries. The later video shows Weekly Reload reaching zero, paying nothing and resetting. And when I ask support for the exact weekly calendar, they cannot answer and send it to the relevant department. The monthly is the same story. The dashboard / UI says it is based on activity and VIP. I had more than 3.25M wagered in May. Spencer first says I claimed it, then says tech is still working on monthly bonuses. The ledger shows no Monthly Bonus. If Housebets says I was not eligible, they need to show the formula, slider history, cycle, GGR/NGR, eligible loss/activity, deductions and ledger result. If they cannot, “not eligible” is just another label. And this opens another can of worms: Tequity / provider configuration. Housebets cannot hide behind “the provider” whenever something goes wrong. The player does not deposit with Tequity. The player does not withdraw from Tequity. The player does not speak to Tequity support. The player does not compete in a Tequity leaderboard. The player plays on Housebets, with a Housebets wallet, Housebets UI, Housebets rewards, Housebets leaderboard and Housebets support. 1/2

Dr. W

20,491 次观看 • 2 个月前