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Wuthering Waves is streaming 2.6 Patch Waiting Room across all servers. Note: These types of livestreams are only held for major updates, such as the 1.0 and 2.0 patches. YouTube: EN: JP: TW: KR: (CN) BiliBili: #WutheringWaves #WuWa #鳴潮

55,328 views • 11 months ago •via X (Twitter)

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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

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 views • 5 months ago

It has been a month and y'all are not only hung up, but STILL misunderstanding the entire depth argument. Then enter my domain of fighting games for a comparison?? Let's break it down for Wuwa players as this is the last time I'm speaking on this, cause atp I'm just gonna assume it's some kind of mental illness. The pinnacle of skill, the HIGHEST form of mastery in Wuthering Waves, is solo Danjin. You're own community worships them as gods because you lack the skill to consistently react to a bosses moveset even if you already memorized it. Guess what you do as solo Danjin? Dodge and parry. That is the ONLY mechanic in the enitre game that matters. Everything else as you and myself have said is COMPLEXITY. Elements, kits, rotations, etc, DO NOT change how the game is played. You brought up SF to discredit my argument, using "press buttons and memorizing" as a defense. When ANYBODY in the FGC knows that just memorizing combos is easy af and is the skillfloor of almost every casual player, right next to SP spam. Yet in Wuthering Waves, it is worshipped as the most skillful thing in the game to memorize the enemy moves and beat them without being hit on a character that does the same attack string over and over. Corner pressure, meaty, hard knockdown, restand, jailing, mix-ups, wake ups, delays, resets, and many more terms are used in the FGC because there is SO much more depth than just "memorizing the combo" it is why many characters can go from F tier to S+ must pick by simply understanding how to abuse aspects of their kits to completely change how others would normally interact with them. The only people who genuinely think Wuwa is hard or "high skill" are people who lack skill in general which is why they only play gacha games designed to have flashy, piss easy combat to keep players from leaving so they spend more. And that goes for EVERY GACHA. You can beat EVERYTHING IN WUWA with 1 character if you just memorize the moves. You will beat 0 even slightly competent players in any fighting game if all you did was lab 3 or 4 combos. I encourage not just Wuwa, but gacha players to actually play other games before engaging in a conversation they can't even grasp that they start talking about a completely different subject.

💮Plume of Death💮

47,814 views • 8 months ago

Has anyone noticed how difficult it has become to book tatkal tickets these days? There is an active TQ Ticket agent mafia that is controlling the sales using automated software. For the past 3 days, I've been trying to book TQ tickets for Hyderabad but failing every time. Then I contacted an agent, and he assured me of a 99% probability of getting a confirmed ticket. He asked for ₹500 extra on top of the final ticket price, but when everything is the same for both, how is he so sure about getting a confirmed ticket? I further investigated and got to know about automated software that these agents are using to book TQ tickets. I even came across multiple YouTube/WhatsApp/Telegram channels that are openly selling this software. As a normal human, one can't compete with fully automated software that books a confirmed TQ ticket in just 30 seconds, even for the busiest routes at the busiest times, like Diwali (proofs attached). Firstly, passengers are paying TQ charges on top of ticket costs, and then they are paying an additional amount to these agents to get a TQ ticket, and IRCTC Ministry of Railways are doing nothing about it. Babus don't care as they are getting confirmed tickets in the HO quota, and these problems don't exist for them. Dear Ashwini Vaishnaw As both I&B and Rail Minister, I'm sure that you or your team must be aware of it. Why is no action initiated against such malpractice? Why are such agents not put behind bars yet, or shall we assume that even people inside the organisation are involved in all this? Attaching proofs of how such software works #IndianRailways

Trains of India 🇮🇳

46,665 views • 1 year ago

Thousands of schools in America have implemented a program of separating their students into ‘Affinity Groups’ Children are separated by race. White children are scolded and told about their white privilege and racism, the non-whites are praised and given cupcakes (THIS IS REAL) “Several schools in New York have implemented what they describe as a novel approach to fighting discrimination. Under the program, children as young as six are separated by race into two rooms named affinity groups. One room for the white students, the other for non-whites. - In the room of non-whites, the students are heaped with praise, told to feel proud of their race and given treats such as cupcakes - But as for the white students, They are scolded, told about their white privilege, about America's history of racism, and of course, no treats are awarded to these children. Parents have claimed that this program deliberately instills in white children a strong sense of guilt about their race. Some kids come home in tears, saying, I'm a bad person. A parent noted, 100% of the curriculum is what whites have done to other races. Parents, moreover, so the classroom segregation only breeds resentment. Younger children, for instance, feel left out when the kids of colour come back to the main classroom munching on cupcakes they were given in their affinity group. The program is run by Anshu Wahal, who's held the title of Director of Diversity at Bank Street since 2013.” The practice is widespread in progressive and inclusive educational settings throughout America , with mentions of affinity groups in states like Colorado, Massachusetts, Wisconsin, and New York, as well as at conferences like the NAIS People of Color Conference Thousands of schools in America are currently using this program

Wall Street Apes

175,060 views • 11 months ago