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Wuthering Waves 3.6 Introduces Major Optimization Features for iOS , PS5 & PC !! • DLSS 4.5 Support • Better 1% Lows • Improved Frame Times • 10–15+ FPS Increase • Improved Rendering Note : Android was not mentioned #WutheringWaves #Gacha

32,690 views • 4 days ago •via X (Twitter)

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Wuthering Waves PS5 Performance Test • Test Setup PS5 Slim (brand new, clean, no dust) Room temperature: 22°C with AC • Map Issue Yes, it's real. The new map is locked to around 2 FPS when opened from the menu, making it extremely laggy. • Stuttering Problems The game has severe stuttering. In some areas, it even freezes for 4–5 seconds, making the experience frustrating. • My Observation From my testing, the game appears to be running at a very high internal resolution on PS5 instead of relying on aggressive upscaling. For example, DLSS Quality at 1440p renders the game internally at approximately 1707×960 before upscaling it to 2560×1440. On PS5, however, it looks like the game is rendering at or near 2560×1440 internally and then upscaling to 4K. If that's true, it's an extremely demanding target for a base PS5. • Is This Fixable? Yes. If the game is indeed using such a high internal resolution, lowering it and using better reconstruction or dynamic resolution scaling could significantly improve performance. Running at such a high internal resolution on a base PS5 doesn't make much sense, and the game has suffered from performance issues for nearly 12 months. • Final Thoughts Kuro Games needs to address this. At this point, we can't keep blaming players, their hardware, or the engine. If the high internal resolution is the cause, it should be adjusted. If it isn't, then something else in the game's optimization is seriously wrong. #WutheringWaves #Gacha

Kaito

49,355 views • 28 days ago

I wonder how long the people are gonna shamelessly defend Samsung all over :] The Galaxy S26 Ultra, which costs about 1500$ for the 512GB variant, might probably be the MOST EXPENSIVE Android in the 2026 as well... yet it can't even run the well optimized mainstream games on 60FPS for just 01 MINUTE... like for real man!‽ 😂 In the recent post where I posted the poor performance of S26 Ultra foe Wuthering Waves, people blamed the game... so here some gameplay test results from your so-called "MOST PERFECT, MOST OPTIMIZED" Hoyo games 🙂‍↕️ The FPS drops to avg 44-47 while just walking around in Genshin Impact after just playing for 4 or 6 minutes. The device completely crashes while playing Zenless Zone Zero at max settings and the FPS even drops to 27 during heavy combat... not in a long gaming session but it was a result of a 15min gameplay test 🥀 Now as for Wuthering Waves, yet it is the most hungry game among the mainstreams, yet the game is also getting slightly better at performance with each new patch update (not major version updates) While devices like IQOO 15 and POCO F8 Ultra with the same Snapdragon 8 Elite Gen 5 are able to run the game for locked 60FPS for atleast 6mins, at the same session the S26 Ultra can't even reach 53FPS and the minimum it reaches during overworld battles is just 11FPS... crazy isn't it? 😂 Having a 200mp ai assisted camera and a so-called privacy display doesn't mean it's the best and has to be 1800$ while it can't even compete with a 450$ Chinese midrange smartphone at performance. Therefore now I guess why the Americans glaze with their IPhones over Samsung... welp, I've been also a Samsung user for 5 years and I still use one, but I don't think there's any of the devices that are more worthless than the S26 Ultra at its price point 😅 The only thing where Samsung is unbeatable might probably the official ui design and the customization features... which their devices are never made for gaming, but still their older devices delivered way more balanced performance at release. #WutheringWaves #WuWa #鳴潮 #WuWaCollection #WuWaAnniversary #GenshinImpact #Genshin #原神 #ZenlessZoneZero #アリア #ZZZ #SamsungGalaxyS26Ultra #zzzero

WuWa Timeline

86,998 views • 5 months ago

My app just hit $7k/m. I'll hit 10k/m before I quit my job & fly to vietnam 🇻🇳 This is how I did it. Part One: The App. 1. Built an iOS app. 2. Found a validated niche. 3. Improved upon existing apps. 4. Read reviews to see pain points. 5. Improved everything: UI, onboarding, features. 6. With AI and good taste it's so easy to win. 7. You can build beautiful & useful product in a week. 8. Stack: Native Swift & RevenueCat. 9. Pricing of 7.99/w, 14.99/m and 49.99/y. 10. Typically weekly + yearly combo is good. 11. Adding monthly increased my conversions. 12. This will vary by niche: see what competitors do! Part Two: Apple Ads to 1k/m. 1. Used the $100 free credits to get data! 2. Measured my onboarding & paywall with posthog. 3. Already had 70% onboarding completion. 4. Reduced all friction: got it to 85%. 5. Ran AB tests using remote paywalls. 6. Kept everything compliant with Apple guidelines. 7. Achieved 8% install to paid. 8. Split campaigns by territory groups: US, AU, TH etc. 9. Used competitor names as strict keywords. 10. User searches for competitor: • My app way better so they download mine instead. 11. This relies on a really good app store page. 12. Mock up screenshots in Figma then enhance with AI. 13. ChatGPT Image-2 is free with Codex. Part Three: Scaling to 7k/m with Tikslop. 1. Scrolled in my niche, found organic viral posts. 2. Remade them myself: film with friends or use AI. 3. Seedance 2 mini is the best ROI video model I think. 4. I made ~8 formats, ~15 creatives. 5. Give each creative $50 of spend. 6. After $50, if CPA LTV then stop spend. 8. LTV is hard to calculate. You can ask Rico. 9. Better for me: Aimed for profit on first transaction. 10. This is simpler & more ambitious. 11. Expect to burn at least $500! Part Four: Scaling Ad Spend (The Big Leagues) 1. If the CPA is staying consistent. 2. Increase spend by < 30% each time. 3. My advice: ~15% each time. 4. 50, 60, 70, 90 etc. 5. Performance can be volatile. • Yesterday I made ~$170, a small loss. • A few days ago I made ~$600, big profit. 6. Measure averages over time. Remember: there are infinite ways to win, this is mine. It took me about 3 years to make a successful app. Winning is simply losing on a long enough timeline.

Frederick James

101,784 views • 19 days ago

Now that I'm 80 hours in and have completed Rinacita, I want to give my thoughts on Wuthering Waves as a whole, both from the perspective of a new player and as someone who hates the gacha monetization model. When I first started I was told that 1.0 (The first arc/region of the game) was mid. I disagree with that sentiment. While the first 7 or so hours were bogged down a bit by lore terms and exposition that often left me confused, around Yinlin's companion quest is when I started getting invested and upon reaching Mt. Firmament (10-15 hours?) I was locked in. What I WILL say, is that the first arc of the game is mid in COMPARISON to what the game offers and becomes later on in every single regard, writing, dialogue, gameplay, music, map/world design, everything. Rinacita is truly a game changer and you can see the game's budget increase in real time with higher quality animations and cutscenes, as well as the map basically being an entire game on top. Every single companion quest without fail has ranged from solid to great, even making me tear up on a few occasions (Encore lol) and making me care about characters I never thought I would. They're truly a highlight and the writing is what makes this game go from just playing with attractive characters to playing with characters you actually care about. The sheer amount of content this game offers is absurd with both varying forms of short/long form content. It's hard for the game to feel repetitive when it gives you a new character to play as or constantly introduces new mechanics. (puzzles, traversal, combat challenges, bosses, etc) Even 80 hours in there's constantly new mechanics being introduced to me. The combat and team building is great, simple but with a level of depth that allows for some player expression (especially newer characters) and the various Forte's and movesets of the characters are both satisfying and incredibly flashy. The audio design specifically on some attacks is very punchy like Chisa's ult. The game is also just, gorgeous. The art design for everything in Wuwa is stunning, the map sizes are huge with varying biomes and the heights you can fly can be jaw dropping at times. Almost every location is screenshot worthy and the music does a lot of heavy lifting to, especially once you get to Rinacita. Wuwa just might also be the most F2P friendly Gacha that exists and while I stand by the idea that every game (including this one) would be better without gacha systems I have to give credit where it's due. It is INCREDIBLY generous with summoning currency (asterite) and I'd even wager to say, due to the store prices being absurd (If I remember correctly it's about $25 for 1 multi-summon) unless you're very well off it's a horrible decision to spend money for summons in this game when you could easily grind that in 2-3 hours of gameplay. Not to mention the pity system being very favorable and lenient. Even if you find yourself playing with mostly base characters for 40 hours (like I did because I didn't know you got more asterite from exploring than doing quests) the game is constantly giving you new characters to temporarily play as in quests to stop combat from getting too repetitive. Once again the characters are a massive highlight, in design, gameplay and writing, this is quickly becoming one of my favorite worlds where every arc introduces new favorites for me. I find myself enjoying where Rover is being taken as a character and that she's starting to speak more and more, slowly seeming to become less of a self-insert even if she'll always be that to an extent. I'm not going to lie to you and say the story is some unique masterpiece that avoids all tropes. It's not, you've likely seen similar stories told, but it executes everything at a high level and accomplishes what it's trying to do. The biggest flaws are the file size and the prices of the in-game store, as well as it's nature as a gacha game. Even if it may be the most generous one. The actual optimization of the game I find is solid, on PC with a 4060 I run on almost max settings and get 70+fps even with how massive the world is. The starting few hours can also be slow and exposition heavy with lore-terms you don't understand. Leaving you confused and disconnected for awhile, even later on in Rinacita the dialogue can stretch on for too long sometimes which can be a pace killer, but it doesn't ruin the quality of the stories it's trying to tell. From what people say I haven't even gotten to the best part of the game and I'm very excited! If I were to give a current rating, it would be a 8/10 and as long as you don't spend money on summons, I would recommend at least giving it a try.

🎮𝙆𝙖𝙞𝙮𝙖🎮

100,729 views • 2 months ago

I want to share my real and honest experience with HAVA Hava after using it for over a year. 🥹 As someone who has long focused on metabolism, low-carb, and carnivore approaches, my initial strategy was mainly based on counting calories, planning weekly fasts, and tracking macros. However, with consistent use of HAVA, I validated the results on myself and several friends, and my nutritional paradigm evolved. Today, I primarily prioritize the satiety-per-calorie approach as the most powerful tool for metabolic health. 💪 The app uses AI technology to analyze photos of the prepared dish and instantly delivers a satiety score (satiety per calorie), along with energy density, protein density, and other key indicators. 🔐 What I value most: • It helps me choose foods that naturally suppress biochemical and hormonal hunger signals (improved leptin sensitivity, stable glucose, and mitochondrial support). 🫜 • As a result, I eat less frequently without forcing myself, I maintain better metabolic flexibility, and I reduce cravings for ultra-processed foods. 🛒 • It's very practical: its main function is to photograph the prepared dish to measure actual satiety. Also, if I eat something packaged, it easily scans barcodes, and if a food item isn't in the database, I simply photograph the product or its nutrition facts label, and the app adds it automatically. 📑 The app is constantly being updated: they add new features, optimize performance, and continuously improve the user experience. ⚙️ Compared to other classic apps like MyFitnessPal or Garmin Connect+ (which I've been using for several years), HAVA gets straight to the point that really matters for metabolic health: not just macros or calories, but how food regulates appetite at a hormonal and biochemical level. 🧬 It's not magic or a quick fix; it's an objective tool that perfectly complements the principles of real food.🥩 Thanks you Dr. E Ted ⚡️ Naiman and the entire HAVA team 🙏 If you'd like to try it: 😃 📱 iOS (Apple): 🤖 Android: 🥑🥩

Mauricio Silva 🥑🥩

12,597 views • 3 months ago

🛠️ 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 views • 2 years ago

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 views • 2 years ago

Mike is back and better than ever. Mike ( has undergone a major refresh packed with new features, design improvements, and quality-of-life enhancements. And as always, everything is open source. Here is a summary of the major updates: 1. Legal research Case law hallucinations are a massive problem. To address this, Mike's assistant can now produce grounded citations backed by case law from CourtListener. The integration is tight and highly intuitive. Every answer includes links to cited cases, along with supporting quotations from judicial opinions to substantiate each proposition made by the AI. The assistant also researches cases in much the same way a lawyer would. It retrieves potentially relevant authorities, verifies the accuracy of citations, and searches for keywords that align with the research topic. Support for additional jurisdictions will be added soon. 2. Improved user interface (UI) The UI has been redesigned around Apple's Liquid Glass design principles, giving the application a cleaner and more minimalist feel down to every modal and button. Mike is designed to be a place of calm where lawyers can focus amidst the chaos of legal practice. 3. Version control Lawyers are familiar with saving documents as new versions in document management systems such as iManage and NetDocuments. Mike now brings this workflow into projects by allowing users to save new versions on top of existing documents with a simple drag-and-drop action. This introduces order and clarity to matters where redlines and document versions can quickly become confusing, especially when there are five different files named "Final Execution Version." 4. Data control Users can now export their data and permanently delete their data directly from the Settings page. 5. Security Multi-factor authentication (MFA) is now available. Users can enable MFA to protect sensitive actions within Mike, such as data deletion, and can also optionally require MFA during login. There have also been numerous backend security improvements since the previous release. 6. MCP connectors This was one of the most requested features. Users can now add MCP connectors directly from Settings. All tokens and secrets are encrypted at rest. In the demo video, I showcase the Neimo MCP from k-ID, a global age verification and compliance platform. Mike can also be connected to other MCP servers, including email systems. The setup process is currently somewhat manual, but one-click authentication and onboarding will be added in a future release. Mike now has a strong open-source community behind it and is improving every single day. The summary above highlights just some of the work that has been shipped over the past month. I'll also be doing more demos to showcase Mike's capabilities. See you soon.

WillC

10,293 views • 1 month ago

8 drives in with FSD v14.1.2 and here are my thoughts: First off, Mad Max mode is AMAZING in traffic. Drove down to Hawthorne on my first drive in rush hour and it cut through traffic so well. An hour drive without any human input was great. The other Speed Profiles seem like they make slightly more difference than before. Standard is perfect on city streets, hurry is a bit quicker and the lane changes are more assertive than v14.1.1. Mad Max is a bit quick at times on city streets with nobody around, as expected. The assertive lane changes are my second favorite change, after mad max. It doesn’t wait around a bit like v14.1 and v14.1.1, it commits and sends it if safe, love it. I have NOT really seen any brake stutter yet, seems gone so far. I saw one instance of slight steering wheel shaking but that’s it over the last few hours. Few things to note with Mad Max. It’s fast, but it’s very safe. It’s not going to cut people off- it makes great decisions and they’re clearly calculated. It is NOT like the Altima with a missing bumper you see flying through traffic, it’s very controlled and I love it. This is exactly what we needed for LA and it’s almost how I like to drive through traffic and how you have to drive through LA. Lane changes in each profile seem improved in this build too. Definitely noticeably better and more confident. With parking garages, I’m seeing good performance, but to note- 1 of 4 garage attempts so far it went further from the ticket booth than it used to. Feels like maybe .1 had better lot performance, but I’m going to a lot of driving tonight to make sure. It definitely obeys no right on red signs, I’ve seen it listen to every single one perfectly so far, even obscure signs. It moves over for lane splitting motorcycles well before I can see them- this increases safety for everyone especially the motorcyclists and they appreciate it. A couple of them have waved at me tonight alone to thank me. Moved over for the two construction zones I have encountered thus far, and slowed down. Standard seems like the Goldilocks profile when on city streets with no traffic to follow- doesn’t speed much and usually travels at the perfect speed. Mad max is fast when nobody around- but really good speed control when there’s cars on the road. When you enable FSD from park, I love how quickly it gets going. If it’s safe, it goes right away, feels like it’s always waiting and ready to go. Pretty awesome improvement over v13 and continually impresses me. Autosteer and TACC are back, will get some miles accumulated on autosteer for those wondering if it’s changed at all, but I don’t think it has much if it did. Here’s a 15 minute zero intervention drive just now from Santa Monica supercharger to Rodeo Drive, where it obeyed a one way sign to the little parking lot and went the next entrance in once it saw. I’m going to drive this more through the night, and then will take it out during rush hour a lot. Huge shoutout to Tesla AI teams for getting these releases out so quickly. They’re making magic happen. More to come, but I’m loving what I’m seeing!

Zack

222,189 views • 10 months ago

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 views • 2 years ago

A person asks Sadhguru, “How much weight training exercise do you recommend?” And Sadhguru answers, “Weight training is not useful, but do 25-50 Surya-Namaskars, it is complete exercise.” First of all, I am not sure why anyone would ask someone like Sadhguru, who is most of the time, in another dimension, a question on exercise and weight training. And secondly, Sadhguru is just plain wrong. Weight (or strength) training is one of the most important aspects of exercise regimen you can include in your daily or 3-4 times a week physical activity because there is great science behind its benefits. I advise my obese or sarcopenic (very poor muscle mass in advanced liver disease) patients to include weight training to improve clinical outcomes. The highest level of scientific evidence showed that standard muscle-strengthening activities were associated with lower risk of death in patients with non-communicable diseases – including cardiovascular disease, diabetes and lung cancer. Another metanalysis showed strong evidence for a considerable risk reduction of strength training for 60 minutes a week, on all-cause death (−15%), cardiovascular disease death (−19%), and cancer death (−14%). See here: here Sadhguru says the older we get, the better we do not weight train. He is again absolutely wrong. The findings of another systematic review/metanalysis support power (strength) training as an effective therapeutic intervention for improving physical function in adults diagnosed with frailty (poor physical function in old age) and patients with chronic medical conditions. See here: In fact, another study on strength training, this one again a metanalysis, concluded that strength training interventions can be used as a non-drug treatment for hypertension (!), as they promote significant decreases in blood pressure. See here: Strength training also reduces significantly, chronic inflammation as shown in another high quality systematic review and meta-analysis. See here: Resistance/Strength training improved muscle mass and muscle strength, thereby improving performance status. Improved performance status is a wonderful benchmark for an active and healthy life. See here: Even in fatty liver disease, independent of weight loss, exercise training was associated with 3 and a half times more meaningful treatment response towards lowering liver fat. Strength training is a powerful tool to maintain liver health. See here: and here Now Surya Namaskar. Surya Namaskar or Sun Salutation is a sequence of around twelve yoga poses connected by jumping or stretching movements, varying somewhat between various Yoga schools – which means, it has no regulation or standardization unlike weight training. In Iyengar Yoga there is a way, in Ashtanga Vinayasa Yoga there is Type A and B and there are other types followed by other schools or Yoga teachers. Along with the stretching and jumping, which is done is a slow and steady manner, the practice includes chanting a “mantra” calling out twelve names of the Sun God. In its classical form, Surya Namaskar is not an exercise, and is not aerobic. The energy cost of exercise is measured in units of metabolic equivalent of task (MET). Less than 3 METs counts as light exercise; 3 to 6 METs is moderate; 6 or over is vigorous. American College of Sports Medicine and American Heart Association guidelines count periods of at least 10 minutes of moderate MET level activity towards their recommended daily amounts of exercise. For healthy adults aged 18 to 65, the guidelines recommend moderate exercise for 30 minutes five days a week, or vigorous aerobic exercise for 20 minutes three days a week. Surya Namaskar in its classical form has a measly 2.9 METs and in its rigorous form (some people perform mutated highly active forms of Surya Namaskar to make it feel like an exercise) can go up to 7.4 METs – which requires a lot of jumping and little stretching and no time to chant the Sun God names - does not even come close to strength training by any margin. Those who are part of the Surya Namaskar and Yoga cult would provide anecdotal experiences on its benefits (please see comment section) through non-classical forms and would call it an “exhilarating experience.” Experiences are not scientific, evidence are. Many Yoga journals and some dubious and third rate Ayurveda journals have also have published on such experiences in small group of patients, which are not validated or published in better journals [like this junk here: There are no metanalysis level data to prove effectiveness of Surya Namaskar as beneficial as aerobic exercise or better than strength training as Sadhguru claims. Do Surya namaskar if you are doing nothing. But upgrade to strength training if you want something. And stop listening to pseudoscience peddlers who speak religion and culture for your healthcare needs. Sadhguru suffers seriously from Dunning Kruger fallacy: a type of cognitive bias, where people with little expertise or ability assume they have superior expertise or ability. This overestimation occurs because of the fact that they don’t have enough knowledge to know they don’t have enough knowledge.

TheLiverDoc™

505,792 views • 2 years ago

Never stop November. Through wintry conditions, the developers & community of Avalanche continued to forge ahead. This list is proof Avalanche is the most resilient community in crypto. Here are 50 updates across the ecosystem last month: If we missed anything comment below. 1. files $AVAX ETF with staking yield 2. Securitize just received EU approval to run a regulated trading and settlement system on Avalanche 3. Dexalot surpasses 400m transactions on it’s L1 4. Yield Yak 🐃 🥛 ships a new UI for their famous AI vaults 5. Helika opens applications for season 2 of it’s gaming accelerator 6. Pharaoh on AVAX prints an all-time high in fees generated 7. Hatchyverse breaks 3,000 Gen2 holders and joins the W3X Cohort 8. LaunchLoop & Funtico holds a game developer gamejam 9. Helika opens applications for season 2 of their gaming accelerator program 10. Playfull goes live with Season 3 of The Avalanche Battlepass 11. Off The Grid wins 5 GAM3Sgg awards, including Game of the Year 12. MapleStory Universe crosses 100M transactions on their L1 13. Blaze’s onchain streaming platform goes live 14. drops their big Blood Moon update 15. Paradise Tycoon 🌴 kicks off its biggest event to date, Harvest Festival 16. Dremica launches Dremica Carnage on beam 17. Castle Of Blackwater pushes a big update 18. experiments with additional onchain strategies 19. The Grohotto launches its testnet to do public QA before launch 20. MyStandard.io 💫 saw 500% growth on it’s iOS/Android app in November 21. Avalanche Team1 launched its Uni Tour #1 educating students on avalanche across the globe 22. Anthony Scaramucci hints at upcoming book Avalanche Ascending 23. Ava labs creative team launches 24. Avant launches it’s points program 25. Smitty and Kieks ✨ got married #avaxRoyalWedding🔺👑 26. Avalanche Granite launched on mainnet 27. @TheBlock__ launches Layer One, a new podcast with Steven9000 🎈 (L1/acc) & Kelvin Sparks highlighting the ecosystem 28. Record announces real time artist royalties on Avalanche 29. StableFlow integrates Avalanche 30. BENQI🔺 partners with Anchorage to offer staked avax to institutional clients 31. SUNTORY WEB3 releases extremely rare Bowmore ARC-54 Bottle No.128 available to purchase on Avalanche 32. SeaFi announces a secondary marketplace for Euler vault shares 33. NEXPACE announces a 50m ecosystem fund 34. SWANNY 🔺 launches the Team1 Australia chapter 35. Avalanche Developers 🔺 launches payments x402 hack2build 36. Superform launches it’s user-owned neobank on Avalanche 37. Messari by Blockworks releases it’s bullish Q3 Avalanche Report 38. Sierra launches on Avalanche, powered by OpenTrade 39. South Korean NH NongHyup Bank has launched a blockchain-powered VAT refund system on Avalanche 40. Routescan launches new features to identify verified contracts onchain 41. jaack 🛡️ 🔺️ introduces ACP-246 for discussion within the Avalanche Community 42. FIFA Collect opens redemptions for it’s successful FIFA World Cup 2026 right-to-buy collectables 43. FIS and Intain launch the Digital Liquidity gateway 44. launches new collection 45. Avalanche Team1 finishes Avalanche India Pitch Day with over 3500 developer requests 46. thirdweb launches x402 chain support on Avalanche 47. Re integrates with Spectra Finance turning Re Points to programmable onchain markets 48. Hypha🌱 is partnering with BitGo to bring Institutional-Grade access to Avalanche staking 49. KITE AI launched their token for it’s trusted AI Avalanche L1 50. Wolfi Land 🔺 adds new maps and features to Wolfi Rumble Beta whew. That was a lot. If we missed anything comment below. Congrats to all the builders on Avalanche. Back to work🔺

Avalanche🔺

69,543 views • 8 months ago

Ron Unz (The Unz Review) discusses his intellectual upbringing and involvement in Holocaust research with Holocaust researcher Germar Rudolf (Germar Rudolf (* 1964)) and free market activist Jorge Besada. 00:28 Jorge introduces German chemist and leading Holocaust researcher Germar Rudolf who spent nearly 4 years in jail for writing a chemistry report that questions the mainstream mass-gassings narrative and thus allegedly “inciting racial hatred”. 02:54 Jorge introduces Jewish-born entrepreneur and author Ron Unz who has degrees in Physics and Ancient History from Harvard. Runs 05:00 Jorge briefly explains how from freedom emerges economic and intellectual competition which inadvertently turns mankind into a super-computer as companies innovate and copy each other’s innovations, as well as superior morals as hard-working people motivate everyone else to be likewise. 05:50 Ron tells us about his life, Jewish cultural influence-identity or lack thereof, early views on Holocaust. 09:15 Ron begins to get suspicious regarding Holocaust due to disastrous-flawed media coverage of Iraq war after 9/11. Mainstream media lost credibility. 10:42 Ron digitizes old publications and discusses ramifications of doing so. 14:20 Ron archives Reason magazine and eventually stumbles upon Holocaust-related issue and controversy surrounding it. 18:04 Ron praises issue and brings up fact that 2 leading editors were Jewish. 21:22 Arthur Butz, another prominent Holocaust mass-gassings doubter has Masters in Electrical Engineering from MIT. 21:50 Ron emphasizes how Libertarians were early prominent leaders in spreading Holocaust-doubt-revisionism. 23:28 Ron speculates that the Reason issue relating to the Holocaust was due to the coming release of Arthur Butz’s ‘The Hoax of the Twentieth Century’ 26:24 Ron praises Butz’s book and especially so Nicholas Kollerstrom’s ‘Breaking the Spell. The Holocaust: Myth & Reality’ 30:27 Jorge mentions how since Libertarians are better defenders of freedom, they get the benefits of superior competition of ideas and busting of myths-lies which helps explain why so many are Holocaust revisionists-deniers. Asks Ron a out how important was for him to lear that freedom giant Murray Rothbard, who is likely Milei’s favorite economist, was a revisiojnist-Denier. Ron elaborates. 34:55 Ron describes how it was books that were pro-mainstream-Holocast that persuaded him the most about the myth-story of the Holocaust. Discusses Deborah Lipstadt. 40:42 Ron brings up how lead soviet prosecutor in Nuremberg Trials , Andrey Vyshinsky, was same fraudulent prosecutor who oversaw Stalin’s bogus ‘Great Purge-‘Shows Trials’. 41:30 Ron brings up how aspects of Holocaust mythology are abandoned with time like alleged mass-gassings or death camps on German soil. 45:05 Ron mentions how Robert Faurisson(french revisionist) stressed how neither Churchill’s, nor, Eisenhower’s, nor Charles de Gaul’s massive post-war writings mentioned anything about the Holocaust. 48:56 Ron brings up book ‘The Jewish Threat: Anti-semitic Politics Of The U.s. Army’ by Joseph W. Bendersky, and how not a single American intelligence officer or top generals believed in holocaust stories. 50:15 Ron discusses John Beaty’s book ‘The Iron Curtain Over America’ 1:14:40 Ron argues that the reason why neither Churchill, nor Eisenhower, nor Charles de Gaul mentioned anything about the Holocaust is because they didn’t believe it and didn’t want to be seen as having fallen for war-time propaganda-myths in posterity. 1:17:29 Germar mentions how John Beaty may not have been able to better back his claims about intelligence officers not believing holocaust because it was not until year 2000 that UK finally released secret information about decrypts, so Beaty would have been breaking law. 1:19:18 Jorge brings up how Churchill knew the Soviets had committed the Katyn Forest massacre and introduced fake evidence at Nuremberg Trial blaming Germans for it, thus knew mass-gassings also likely fabrications thus not risk including them in his books to look like a fool in the future. 1:22:08 Ron discusses the Venona project, US spying on soviet spies working high up in Roosevelt admin. Even top American who kept project running and held erroneous anti-Jewish ideas, never believed anything about holocaust. 1:28:09 Jorge, backing Beaty’s claim that Jews were overwhelmingly responsible for bringing about WWII to destroy Hitler, brings up leading Zionist Chaim Weizmann stating that WWII “is our war..We are…giving this war our financial support on which the entire war production is based, we are…providing our full propaganda power which is the moral energy that keeps this war going.” The solution to Hitler’s anti-Jewish fallacies was NOT a world war that killed 80+ million people. 1:29:39 Ron brings up how an increasing number of books today make similar point, but not as portraying Jews as dragging us into an unnecessary war, but as heroes helping annihilate the evil Hitler. 1:31:07 Ron disagrees with Jorge’s earlier statement and downplays Jew’s importance compared to Roosevelt's desire to have a war to allegedly get the US out of depression. 1:34:50 Ron brings up importance of Kristallnacht for getting Roosevelt and Jews to push war vs. Germany. 1:38:29 Germar further elaborates on how Nazi government’s cruel handling of Kristallnacht (forbade insurance companies to pay Jews, large collective fine on Jews as well) did make it easy for many to further vilify Nazi government and help move to war. 1:43:58 Jorge: ‘What are 3-5 major arguments the layperson came make to criticize mainstream holo myths?’ Ron mentions digging where hundreds of thousands of bodies are supposed to be buried. 1:49:12 Germar explains how ‘deep penetrating radar’ and other things have been tried and still no evidence to support mainstream claims. 1:52:43 Jorge summarizes simple arguments against mainstream myth discussed: 1) ground checks fail to show mass graves,2) Nuremberg Trial obvious fake evidence introduced by Soviets like brain bashing pedal-driven machine, atomic bomb-like device to blow up 20,000 Jews, etc. 3) Top Soviet prosecutor Andrey Vyshinsky being same liar as in Moscow ‘Show Trials’ 4) All secret communications from Auschwitz reveal nothing about gassings, 5) Nothing in Churchill, Eisenhower, Charles de Gaul writings, 6) Main Russian archivists admit there is nothing in archives supporting Holocaust, 7) Chemical analysis per Germar 8) massive continuous downward revisions of alleged exterminations. 1:58:52 Germar elaborates on history of massive downward revisions on total deaths. 2:05:28 Ron mentions how after creation of Israel and Israel’s pivot to America, Stalin-Soviets no longer pushed Holocaust. 2:10:55 Jorge summarizes how the mainstream Holocaust myth (NOT conspiracy) evolved. Holocaust exaggerations began as way for Poles-Soviets-Communists to punish Germany but understandably attracted and was amplified by Jews, especially Zionist ideology-believing ones. Per Germar, the key leading historian and judges who did most to create mainstream holocaust myth were not even Jewish. 2:13:00 Ron agrees with summary and believes that most of today’s Holocaust academics are not lying as part of some grand conspiracy by believe their mythical narrative. 2:14:26 Jorge brings up astute ending to Ron’s Holocaust article where he compared Holocaustianity to Socialist mythology and the USSR, both myths similarly superficially examined, sustained by coercion, and that could quickly collapse. 2:16:40 Jorge asks Ron: “Where do you see things headed?” 2:17:40 Jorge asks… Mahmoud Abbas, Bashar al Assad, Alexander Dugin, Judge Napolitano frequent guest Phil Giraldi all are prominent doubters, Sergey Lavrov loves watching Napolitano… How much of the Russia-Ukraine war is due to Zionism and are there significant chances that many high up in Russian government are Holocaust doubters-revisionists? 2:22:41 Jorge blames the seeming irrationality of US government looking for conflict with Russia and China as inevitable outgrowth of Holcaustianized Zionism which has made Bibi our Pope getting more than one standing ovation per minute in US congress. Ron mentions how of course everyone is a next Hitler to be militarily destroyed. 2:24:52 Ron sees massive collapse of the West which will bring down Holocaust myths with it. 2:25:55 Germar asks Ron about personal repercussions regarding his open Holocaust skepticism, lost friendships, etc. 2:34:15 Jorge brings up why Ron is such a vital intellectual. Unlike David Duke or Candace Owens who bring up good information about Jewish-related chaos, Ron is a secular Jew who does NOT make many fallacies Candace and David make like in Candace’s case referring to Bibi being influenced by Satan etc. And hopefully major podcasters like Joe Rogan soon host Ron. 2:36:06 Ron : “Maybe if one of these people had me on it could be the straw that breaks the camels back” 2:36:17 Jorge brings up how we are clearly seeing how similar to CovidMania, AntisemiteMania is about to emerge and fortunately this is leading more and more people to have the urgency and courage to deal with Zionist and Holocaust myths before it is too late. 2:39:30 Germar brings up Ron asking Germar to post his books. Ron explains he wanted to convert them to HTML but realized few were reading them that way to just abandoned the idea, especially since Germar’s site already provides all PDFs and more. 2:42:02 Jorge! “We almost went 3 hours! We will do this again!”

Jorge Besada

16,100 views • 9 months ago

Summary of Kurogames Recruit Interview Translated by Xu I. Introduction to Types of Planning 1. Combat Planner: Responsible for character skills and combat system design. 2. Narrative Planner: Responsible for writing the storyline, worldbuilding, character backstories, etc. 3. System Planner: Responsible for UI, event portals. 4. Quest Planner: Responsible for the logical design and flow of main and side quests. 5. Level Planner: Mainly responsible for building the narrative platform (product design), creating engaging interactions, etc. II. Core Responsibilities of Level Planning Building the Narrative Platform (Product Structure Design) 1. Use whiteboards and self-made processes to communicate to teammates what kind of scene content the level planner wants, e.g., reverse design of the mission scene for Jiyan Companion Quests dungeon. 2. Make good use of existing in-game mechanics and engine tools (such as UE Blueprints) to implement gameplay prototypes. Only through multiple iterations and feedback can a satisfying outcome be achieved — e.g., using flower seeds to connect paths in Camellya Companion Quests dungeon. 3. Use scripting tools to support smooth and exciting level flow — e.g., 1.3 Black Shores skiing segment. III. Open World Level Design - Example Regions: mt firmament, Black Shores, Nimbus Sanctum, Avinoleum Pioneers of Scene Pipeline Level planners mainly handle the following in massive open-world design tasks: 1. Provide basic map size, terrain structure, main roads, and points of interest (including main quest locations) 2. Propose and lead the design of core gameplay features, such as time reversal, Tethys portals, gliding, gravity inversion, etc. 3. Use top-down maps, whiteboxes, and even self-made models to push scene artists (2D, 3D, lighting) into action For example, the “first look” view — open-world level planners must emphasize its design and guide artists to focus accordingly. IV. Growth Path of a Level Planner Creative Master - Beginner Level Designer: Familiar with the game and development environment, capable of handling simple design work and basic configurations. Example: Completing an interactive mechanism “Chronosorter” in Mt. Firmament from version 1.1 / Placing wild monsters in Mt. Firmament. Senior Level Designer: Capable of completing full level content under the team lead’s guidance. Example: Designing the scene flow of version 2.0 Exploration quest “Where Wind Returns to Celestial Realms” under guidance. - Veteran Level Designer: Able to independently handle full level flow, area or area-themed gameplay design, and proactively push downstream execution efficiently. Example: Independently designing the themed gameplay “Tethys Portal” in version 1.3, and following through with visual performance so other level teammates can configure it smoothly. ➥Extension — Version Level Owner: Leads the level team to accomplish set design goals, guides new team members, coordinates with other departments, and ensures high-quality implementation. Example: Planning the map design of version 2.2 Avinoleum, coordinating cooperation between level planners and other departments. - Creative Master: Able to lead the team in creating level content that exceeds market expectations. Key Point: Able to repeatedly do the above! Examples: — Chief planner and owner of mt firmament and Time Reversal gameplay in version 1.1 — Chief planner and owner of Black Shores map and Tethys Portal in version 1.3 — Chief planner and owner of Flight gameplay in Rinascita in version 2.0 V. Q&A Q: At the end of version 1.0, exploration felt tedious and repetitive. Although version 2.0 introduced some fresh ideas, it’s hard to see how future updates can keep innovating without falling back into the same monotony. A: Everyone already recognized that issue in 1.0, which is why we iterated heavily in 2.0. The goal is simple — to get every planner thinking. We look at everyone's interesting ideas or even creative mechanics from other games that we can integrate. These will definitely feel refreshing, so please stay tuned — it will happen for sure. Q: Older maps felt darker in tone, BGM was monotonous, and overall gameplay was dull. While Rinascita was a major improvement, it felt fragmented, as if each person built something pretty in isolation. It’s hard to describe the region with a unified theme. A: That’s true — it was indeed pieced together by many people. The disjointed feeling came from insufficient communication. We’re aware of the issue and will solve it in version 3.0 or even later versions in the 2.x series. Once there’s a clear theme, the sense of disjointedness won’t be as strong. Q: How do planners decide what kind of map to make? What’s the workflow? A: Narrative, level, quest, and programming planners all sit down together to discuss what we want to make. Everyone shares ideas one by one, and we consolidate them based on data. Q: I’m a veteran of Wuthering Waves and Punishing Gray Raven. I think the four-person team setup, stationary dialogues, map, art, tech, and story are all great. Before Wuthering Waves came out, I used to play a competitor title — Genshin... (includes critical feedback) A: During development, we didn’t aim to compete directly. Comparisons don’t help us create anything better. We’re focused on what we can do and what we’re good at. Q: For the anniversary event, it seems like there was a disconnect between the company’s and players’ expectations. A: Yes, version 2.3 didn’t do well. We’ve already apologized — it was an issue. For the next anniversary, we’ll take it more seriously. Operations is aware of the problem. We’re learning and growing with each mistake. Everyone encounters problems, but we accept them and improve. That’s the best feedback we can give our players. #punishinggrayraven #WutheringWaves

Narushio

226,844 views • 1 year ago

In 2002, Elon Musk flew to Moscow three times to buy a refurbished missile. He couldn't close the deal. On the flight home, he asked himself: "When's the last time you bought something Russian that wasn't vodka?" He started SpaceX instead. 1 year later, he stood in front of Stanford students and spent 45 minutes explaining everything he'd learned about building companies: On starting Zip2: This was 1995. Most VCs on Sand Hill Road hadn't even heard of the internet. "I thought it would be a pretty huge thing. It was one of those things that only came along once in a very long while." He got a deferment from Stanford to start the company. "When I talked to my professor and told him this, he said, 'Well, I don't think you'll be coming back.' That was the last conversation I had with him." The problem: he had no money. "I couldn't afford a place to stay and an office. So I rented an office instead, because I got a cheaper office than I could get a place to stay." "I slept on the futon and showered at the YMCA on Page Mill and El Camino." "I was in the best shape I've ever been. Go to shower, work out, and you're good to go." There was an ISP on the floor below them. "We drilled a hole through the floor and connected a null modem cable. That gave us our internet connectivity for like 100 bucks a month." "We had an absurdly tiny burn rate. And we also had a really tiny revenue stream. But we actually had more revenue than we had expenses." They sold Zip2 to Compaq in early 1999 for over $300 million. "In cash. That's a currency I highly recommend." On starting PayPal: "I didn't really take any time off." He was looking for what remained in the internet. Financial services hadn't seen much innovation. "When you think about it, money is low bandwidth. You don't need some big infrastructure improvement. It's really just an entry in a database." They built a platform that combined banking, brokerage, and insurance in one place. That took enormous effort. Then they added a little feature that took one day: the ability to email money from one customer to another. "Whenever we demonstrated these two sets of features, we'd say, 'Look how you can see your bank statement and your mutual funds and insurance, all on one page. Look how convenient that is.'" "And people would go, 'Ho hum.'" "Then we'd say, 'And by the way, we have this feature where you can enter somebody's email address and transfer funds.'" "And they'd go, 'Wow.'" "So we focused the company's business on email payments." On viral growth: "PayPal is really a perfect case example of viral marketing." "One customer would essentially act as a salesperson for you. They would send money to a friend and essentially recruit that friend into the network." "So you had this exponential growth. The more customers you had, the faster it grew." "It was like bacteria in a Petri dish. It just goes like this S-curve." The results: "I ran PayPal for about the first two years of its existence. We launched after year one. By the end of year two, we had a million customers." "We didn't have a sales force. We didn't have a VP of sales. We didn't have a VP of marketing. And we didn't spend any money on advertising." On why product matters: "The essence of viral marketing is: do you have something where one customer is going to sell another customer without you having to do anything?" "Product matters incredibly. Because if you're going to recommend something to somebody, you've got to really love the product experience. Otherwise you're not going to recommend it." "You don't want to burn your friend." On company culture: "We had a pretty flat hierarchy. Everybody had a roughly similar cube. Anyone could talk to anyone." "We had a philosophy of best idea wins. As opposed to the person proposing the idea winning because they are who they are." "Even though there were times when I thought that should have been the way to go." On decision-making: "If there were two paths and one wasn't obviously better than the other, rather than spend a lot of time trying to figure out which one was slightly better, we would just pick one and do it." "Sometimes we'd be wrong and pick the suboptimal path. But often it's better to pick a path and do it than to just vacillate endlessly on a choice." On focus: "We didn't worry too much about intellectual property, paperwork, legal stuff." "We were very focused on building the best product we possibly could." "We were incredibly obsessive about how to build something that is really going to be the best possible customer experience." "That was a far more effective selling tool than having a giant sales force or thinking of marketing gimmicks or 12-step processes." On why he started SpaceX: "I was trying to figure out why we had not made more progress since Apollo." "In the 60s, we went from basically nothing to putting people on the moon. Yet in the 70s, 80s, and 90s, we've kind of gone sideways." "The computer you could have bought in the early 70s would have filled this room and had less computing power than your cell phone. Just about every sector of technology has improved. Why has this not improved?" He thought maybe public support was the problem. So he planned a privately funded Mars mission: put plants growing on Mars for $15-20 million. But the cheapest US rocket was $50 million. So he flew to Moscow. Three trips. Couldn't close the deal. "When I got back from the third trip, I thought: why is it the Russians can build these low-cost launch vehicles? It's not like we drive Russian cars, fly Russian planes, or have Russian kitchen appliances." "When's the last time you bought something Russian that wasn't vodka?" "I think the US is a pretty competitive place. We should be able to build a cost-efficient launch vehicle." On why rockets are expensive: "The energy and velocity required to get into orbit is so substantial that you have almost no margin to play with." "A launch vehicle will get about 2% of its liftoff mass to orbit." "If you're wrong by 2%, you're not going to get anything to orbit. It'll come crashing down in the Pacific somewhere." "That means all of your calculations have to be right. If you miscalculate something, it blows up." On how SpaceX got costs down: Their rocket: $6 million. Nearest competitor: $25 million for less capability. "There's no silver bullet. It's been really hundreds of small innovations and improvements." "We've done improvements in the propulsion system, the structure, the avionics, and the launch operations." "Our overhead in a 30-person company is an order of magnitude less than Lockheed or Boeing. Just for starters." "Every decision we've made has been with consideration to simplicity. Because simplicity both improves reliability and reduces cost." "If you've got fewer components, that's fewer components to go wrong and fewer components to buy." On being an entrepreneur: "I think really an obsessive nature with respect to the quality of the product is very important." "Being obsessive-compulsive is a good thing in this context." "Really liking what you do is important. If you don't like it, life is too short." "If you like what you're doing, you think about it even when you're not working. Your mind is drawn to it." "If you don't like it, you just really can't make it work." On parallelization: "Try not to serialize dependencies. Put as many elements in parallel as possible." "A lot of things have a gestation period. There's really nothing you can do to accelerate that gestation period." "If you can have all those things gestating in parallel, that is one way to substantially accelerate your timeline." "People tend to serialize things too much." On space as a business: Someone asked if SpaceX was a good first company to start. "No. I would not recommend it." "This is advanced entrepreneuring." "You know how many people have said: the fastest way to make a small fortune in the aerospace industry is to start with a large one." This 45 minute Stanford lecture will teach you more about building companies than every startup book combined. Bookmark & give it 45 minutes today, no matter what.

Jaynit

423,205 views • 3 months ago