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Indiepodcast
Indiepodcast 17x24 - Mouse P.I. For Hire

Indiepodcast

Play Episode Listen Later Sep 30, 2026 57:32


Nos toca empezar con una nueva noticia de reestructuración de XBOX. Halo por Activision? que significa el overhead de los del Duty? Y lo de King? Para los análisis traemos dos grandes títulos. Revelations, la expansión de Doom The Dark Ages y Mouse P.I. For Hire, el llamativo FPS cartoon. Cerramos con la filtración de chips de PS6 y las novedades de Project Helix Comentarios: https://t.me/comentariosindiepodcast

Pursuing Pixels
235: The Big Ol' Duke Burger

Pursuing Pixels

Play Episode Listen Later Sep 28, 2026 45:03


Welcome back to Pursuing Pixels.  It's been a hot minute, but we finally have the full crew back in the house once again, and per usual, we've got all sorts of gaming goodies to dig into, so let's get things rolling... Kevin & John get things started off with a quick recap on some of the games that they had a chance to experience, after taking a recent trip "up north" with their band, Boss Fight, to record some new tunes after 10+ years away from the studio! After that, Randall & John are diving into the tail end of Kojima's involvement with the Metal Gear series, as they've both been playing quite a bit of Ground Zeroes & The Phantom Pain, respectively. Finally, Randall closes us out with a little FPS action, after taking some time to revisit the first game in Microsoft's flagship franchise, courtesy of Halo: Campaign Evolved, which was released earlier this year.   Timestamps: Gaming "Up North" (w/ Kevin & John)  -  00:02:36 ↳  Outlast  -  00:02:51 ↳  Nidhogg  -  00:06:24 Metal Gear Solid V + Ground Zeroes  -  00:13:48 Halo: Campaign Evolved -  00:30:11   Thanks for taking the time to listen!  If you'd like to find us elsewhere on the Internet, you can find us at: 

Friends Per Second
Can Activision save Halo? + Control Resonant & Ace Combat 8 review discussions | FPS #105

Friends Per Second

Play Episode Listen Later Sep 26, 2026 147:27


Head to https://buyraycon.com/friends to get up to 20% off Raycon audio products this season. Thanks to Raycon for sponsoring FPS! -- Timestamps: 00:00 Intro 5:06 Xbox Reset Discussion 27:47 Ralph Talks Us Through the Latest Bungie Update 42:19 Raycon (ad) 44:39 Everyone's Been Playing Control Resonant 01:14:17 User Question 1 01:23:49 Lucy and Ralph Have Been Playing Fire Emblem: Fortune's Weave 01:35:32 Ralph is BEGGING Everyone to Play Ace Combat 8: Wings of Theve 01:48:22 Lucy and Jake Have Seen the Resident Evil Movie 01:58:02 Blizzard Block02:12:08 User Question 2 02:16:39 Show and Tell 02:24:47 Wrap Up -- Listen to the Friends Per Second Podcast on your favorite podcast platform: https://linktr.ee/friendspersecond Follow on Instagram: https://www.instagram.com/friendspersecond -- Let's meet our hosts! - Jake Baldino (aka the Before You Buy Guy) is pretty much the most watched reviewer on YouTube across both Gameranx and his personal channel (https://www.youtube.com/c/JakeBaldino). If you're obsessed with Delorians, The Mummy and Pizza you can discuss that stuff with him directly over on Twitter: @JakeBaldino - Lucy James was a Senior Producer at Gamespot for more than a decade before striking out on her own, founding https://lookingfor.game/, a newsletter and games discovery platform that serves up cool suggestions (and demo codes) directly to your inbox. She also co-hosts the annual Summer Games Showcase alongside Geoff Keighly. - Skill Up used to work at McDonalds but he got fired for skimming too many chicken nuggets. He says he regrets it since he hasn't had a better job since. Learn more about your ad choices. Visit megaphone.fm/adchoices

The Game Informer Show
Control Resonant Review + Wardogs Impressions

The Game Informer Show

Play Episode Listen Later Sep 25, 2026 85:08 Transcription Available


This week on The Game Informer Show, Marcus joins the Video Vans to discuss his review of Control Resonant. Did it resonate with us, and does he think the day-one patch will affect early impressions of the game for its incoming players?After that, Alex and Eric dig into their impressions of the latest breakout hit on Steam, Wardogs. The new FPS on the block has some surprising lineage, and also some surprisingly refreshing ideas, all of which are capturing our attention so far. Then, for the card game aficionados at the end, we crack a few Collector's Boosters of Magic: The Gathering's latest set, Reality Fracture. Find out what a Fblthp is, together with us, on The Game Informer Show.The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine! Submit a question or topic you'd like to hear us discuss: Podcast@GameInformer.com.Timestamps:00:00 - Intro04:32 - Control Resonant34:18 - Wardogs1:01:38 - Magic: The Gathering - Reality Fracture

A.C.M.G. presents TALK TIME LIVE
SELECT/START: The Adventures of ELLIOT REVIEW

A.C.M.G. presents TALK TIME LIVE

Play Episode Listen Later Sep 25, 2026 87:09


XBOX makes major moves at the expense of more layoffs. Rockstar Games reveals its collector's edition with one missing and important item. A new anime project based on one of the most popular Soulslike games is coming soon. I checked out the demo for STELLAR BLADE on the SWITCH 2. Then, in our FINAL STAGE, I review “The Adventures of Elliot” and talk about why this game proves that high-resolution graphics and FPS don't matter.

Latent Space: The AI Engineer Podcast — CodeGen, Agents, Computer Vision, Data Science, AI UX and all things Software 3.0

Earlier this month, world model company Runway introduced GWM Worlds 2, a research preview that “turns high-fidelity video and audio generation into real-time interactive simulation.” Runway calls this an “autoregressive diffusion” model; with autoregressive describing how it generates over time.One new feature in particular caught our eye: WorldPrompt, a proposed input format for specifying a generated world and the actions within it. It allows you to fix some aspects of a simulated environment — including the first frame — and then create a series of timestamped events. The events, or actions, can even be prompted in real-time.To understand the implications of WorldPrompt, we spoke to Kamil Sindi, Runway's CTO, and Robin Kahlow, its Principal Research Scientist for generative video and multimodal AI. We also have exclusive comments from Anastasis Germanidis, co-founder & co-CEO of Runway, courtesy of a podcast swyx and Vibhu did with him.Who's building real-time interactive world models?First, some context about world models that can generate interactive video and audio in real-time.Runway is reportedly valued at $5.3 billion, based on its most recent fund raise of $315 million in February. Its first release, GWM Worlds, was launched last December.Alongside Runway, there are several other notable projects in this domain: Google DeepMind's Genie 3 (which also generates at 720p and 24 fps), Odyssey-2 Pro, and World Labs' RTFM (Real-Time Frame Model). We've summarized their differences in the following table:Given the complexity and massive latency demands of real-time video and audio generation (which we'll get into below), all of the projects listed above have limitations. For instance, Google notes that Genie 3 “can currently support a few minutes of continuous interaction, rather than extended hours.”But as our interviews with Runway show, real progress is being made.The central idea of WorldPromptWorldPrompt, a new feature in GWM Worlds 2, helps differentiate Runway from its competition. You can think of it as a control layer for characters, cameras and the environment. As Kahlow put it, it's a way to “control all the different subjects in the world” — similar to a computer game.“Like, if there's an NPC [Non-Player Character] somewhere, the NPC might walk up to you and say something. So you could achieve the same thing with this kind of model, where you can have very detailed control over everything in the scene.”As the name suggests, WorldPrompt is a prompting mechanism — not a programming language. So, unlike virtual world games like Minecraft or Roblox, GWM Worlds 2 doesn't offer scripting capabilities or the ability to control state. But there's a power to that, as Sindi pointed out.“You can create promptable worlds on-demand with video and audio in sync, across all these different domains and environments. That's not a distant-future hypothetical thing,” he said.But there are also limitations to prompting a world model. We asked how reliably the model would follow an instruction to create, for example, a law of gravity or a certain ability in a character?“Yeah, so it's a research preview,” Kahlow replied. “So it's not perfect, of course, and there are still flaws. It really depends on how difficult the action is. I would say movement works quite reliably.”Sindi added that more training plus scaling the data and models is resulting in “better following.”How a video model becomes a real-time runtimeDespite the current limitations of GWM Worlds 2 — especially if you compare it to pre-designed and scriptable worlds like Minecraft or Roblox — the true promise of world models like Runway is that they'll eventually lead to fully self-generated, real-time games and experiences. Which is an extremely hard engineering problem, as Kahlow reminded us.“There are two challenges. One is making the model not generate a whole clip at once. So instead, you want it to generate frame by frame while you're looking at it. And the other challenge is actually making the generation fast, so you can play it in real time.”GWM Worlds 2 offers real-time interactive worlds streamed in continuous 720p video at 24 frames per second (fps) and audio at 48,000 Hz.Runway achieved this firstly by taking its foundational audio-video generation model and fine-tuning it to the new WorldPrompt format, so the model can follow that. It then post-trains the model to generate autoregressively.“And after that, we work on making it real-time through distillation methods,” Kahlow added.Co-CEO Anastasis Germanidis offered more technical details in our podcast with him. He told us that the process starts from “bidirectional diffusion that basically generates an entire video at once and [makes] it autoregressive.” This allows the model to “generate one frame or a few frames at a time.”Germanidis described two possible forms of distillation in order to make it real-time: distilling a larger model into a smaller one or reducing its diffusion steps. As a general example, he said a model might go from around 50 denoising steps to four, with some quality loss but potentially comparable results.The challenges of real-time generationGermanidis admitted that there were issues with how it generates real-time interactive video.“The biggest challenge with autoregressive models is error accumulation,” he said. “You're feeding generated frames back into the model to generate the next frames, and if there are any small errors, they accumulate over time.”Sindi told us there are also challenges dealing with “infinite generations” of content.“There's all these challenges around what context to keep, what to discard that's not important. And so there's all these optimizations we have to think about, so we're not blowing up our GPU memory.”Another current limitation is long-term memory. “The model does not have perfect memory,” Kahlow said. “That's still an open research problem.”Causality and correctnessWhile performance is the primary challenge for Runway at this time, its world model also has to produce plausible consequences when a user takes different actions.Germanidis used the example of simulating football; he pointed out that online video training data contains more successful goals than failed goal attempts, so a video model might render the first more convincingly.“If I take this action versus this action, you want it to generate equally realistic outcomes,” he told us. “That's, I think, the big gap between video models and world models: that idea of counterfactual generation.”Sindi told us that evaluation gets harder the more complex interactions get.“If you have this multi-prompt, multi-character, multi-scene [environment], how do you really understand what was causal and what was not?”To try and solve that, Runway has some automated verifiable tests. But since GWM Worlds 2 is a research preview, Kahlow noted that doing tests yourself is also advisable — “trying out your model to see what doesn't work is really important.”More than gaming — there are agent use cases tooGaming is the obvious use case for what Runway is building, but there are others. Kahlow mentioned robotics — for example using a simulated environment to test how a robot works.Another, more intriguing, use case is to use it to test agents at scale.“Having thousands of simulated environments is much less challenging if you have a suitable model like GWM Worlds,” Kahlow said.But how does an agent know what's changed in the world — is there a structured state that it can read, or is it just the generated video and audio that it's consuming and understanding?“So there's no structured state here,” Kahlow replied. “It's just observing the same thing you might observe in real life, just [in this case] from cameras.”Sindi noted that GWM Worlds can also be used for “synthetic data generation for agents.”Finally, Germanidis suggested there's potential to use these world models alongside reasoning models.“You're maybe using some reasoning [for] planning of the scene, and then you're passing it into the diffusion head that's actually generating the pixels.”Anastasis Germanidis* LinkedIn: https://www.linkedin.com/in/agermanidis/* X: https://x.com/agermanidisTimestamps00:00:00 Introduction00:05:17 Runway's Origins and the Bet on Generative Video00:12:23 The Stable Diffusion Story00:18:44 Gen-2, Controllability, and the Weekend Hack00:23:02 From Video Generation to World Models00:28:03 Learning From the World, Not Just Language00:35:04 Sora, Runway's Existential Crisis, and Gen-300:39:39 Why Real-Time Video Is Inevitable00:43:06 Interface World Models: Software Without Code00:50:25 The Fully Neural Operating System00:55:11 World Models for Robotics01:02:32 Robot Policies and World Action Models01:07:47 The Lucid Dream Test01:11:41 Video Agents and Omni Models01:23:12 Artists, AI, and Creative Workflows01:27:14 Physical AI and the Future of World ModelsTranscriptIntroduction: Runway, Creative AI, and the Early ThesisSwyx [00:00:00]: Okay, we're here with, Anastassios from Runway, with, me and Vibhu in the studio. Welcome.Anastasis [00:00:08]: Good to be here.Swyx [00:00:09]: Congrats on all your success and progress with Runway. You're opening offices all over the world. Did you envision this when you first started out?Anastasis [00:00:16]: Not quite. I think even when we started, we had this idea that, It was more a matter of when, not if, we were seeing the early generative models of 2016, 2017, and just extrapolating, assuming, we resolution, quality increases predictably over time. There's gonna be a point where most of content will be generated, and that was maybe the initial thesis of Runway was we will need, as a result of those generative models, rethink how creative tools are made. and as we built out the research behind, our generative models, it then became clear that they were useful far beyond that as well.Anastasis' Background: Art, Simulation, and Machine LearningSwyx [00:00:57]: And it is more obvious now with, like, the real-world stuff and the world models that we'll talk about later. I'm just kinda curious how you go from a background in, like, Zocdoc and, computer vision into Runway. Like, take us back to that early conversations with Chris and, whoever else is on your founding team.Anastasis [00:01:14]: I was always splitting through those two worlds. One was the I had my own art practice. I was making a lot of interactive art, I think for a long time. and then on the other side, I was working in startups, and I was working as a ML engineer, as a backend engineer at different companies. I've always been interested in, coding and computation, and especially interested in simulation and brought it back into my early artwork as well. And at the same time, I was interested inSwyx [00:01:43]: The personal site has a few, right?Anastasis [00:01:44]: Yeah.Swyx [00:01:45]: Is there one that we should pull up? Just in case there's something that's like. I just like to go down memory lane.Anastasis [00:01:50]: Yeah.Swyx [00:01:50]: Okay, what is this?Anastasis [00:01:51]: So this was, a project that I made, I think back in 2015, where I built this software that would give, voice instructions to people in a gallery space. So it would coordinate interactions between people. And so it will first give you an identity, like you're an, architect, you're 30 years old, and, you like sports. and then it would match you with another person, and you have this completely generated interaction. language models were not quite there at the time, and so it was it was a mix of some templates and some, like, some Markov chain-generated text, and it would just completely simulate these small talk conversations between, everyone in the gallery space. so was always very fascinated on the one hand with, generative models and, like, the early machine learning work that was being at that time. But at the same time, there was this separate thread of simulation and what it means. Like, what can we learn about humans by creating those very simple models of their interactions and their behavior?Early Generative Art: pix2pix, GANs, and Uncanny ValleyVibhu [00:02:56]: Did you generate the prompts or, the 30-year-old, whatever? Was it you generating them? How'd you, how'd youAnastasis [00:03:03]: Exactly. So the program would just generate- those, from. Yeah, a lot of it would be Mad Libs style of justVibhu [00:03:10]: YesAnastasis [00:03:10]: You have lists of different professions, lists of different,Vibhu [00:03:14]: HobbiesAnastasis [00:03:15]: Personality types, lists of different, ages, things like that. And then it would just combine those things together. And then maybe the next project we go is, Uncanny Valley, Uncanny Road, which wasSwyx [00:03:27]: GansAnastasis [00:03:27]: One of the first projects that, we built with, one of my two co-founders, Chris. This was taking, pix2pixHD, which was one of the early image-to-image models that NVIDIA released back in 2016 or 2017. and it was a model that would take a semantic map of a scene and then generate a photorealistic, let's call it, output. very early days, so it was not very high-fidelity outputs, but it w I think was the first image-generation model that could generate at 1K resolution. And it was all trained on self-driving datasets. So the semantic categories it would support were only, things you would encounter on the road. So it would be pedestrians, traffic signs,Vibhu [00:04:16]: StoplightsAnastasis [00:04:17]: Bikes, stoplights. And so that was one of our first indications that we built this and people were making all this, like, very surreal imagery of, yeah, a million plus a million pedestrians or a million traffic signs or, like, gigantic humans. And it was a indication that you could take a model that was trained on this very boring dataset, essentially, of, like, not that many interesting things happen when you're on the road, and then you can repurpose it and go very out of distribution and make something that was artistically compelling. And that was It's a summary of the thesis of Runway in some ways, that you can take the same generative models, and if you look at them from another direction, if you build interesting tools around them and you give them to artists, they're gonna do things that you don't expect.Vibhu [00:05:02]: Very cool. I like the, UX of it. You're just given an empty canvas, try whatever, do whatever. And then the other one, like, you see everyone with wired headphones? Like, that's, that's a sign that it's, it's veryAnastasis [00:05:16]: The AppleVibhu [00:05:17]: YeahAnastasis [00:05:17]: Apple, your version.Vibhu [00:05:17]: Original ads. Yeah. Take us to today. You've been doing this for seven years at Runway. How have we got to this? Like, how do we go from driving simulator data to all this? And you cover the whole stack of generative media?From Creative Tools to a Research LabAnastasis [00:05:33]: Interestingly, we're almost back in, we're, we're full circle. We're, we're now applying our models and beyond creative tools into real-world scenarios. But it was a, it was a long journey. It was very early on we realized the first version of Runway was a way to easily use the, all the open source model of the day, things like pix2pix to. and give them to artists. That was the initial idea, is those models are too difficult to use if you're not a machine learning engineer. Like, what happens when you give them to artists? Very quickly, we realized we needed to build a research org, inside of Runway, and that happened maybe on year one. And, a lot of the mandate there was. The image-generation models of the time, the video generation models of the time, or there were barely any video generations all the time, but they were not quite there where they could be productionized and brought into tools that would be part of creative workflows. so we need to push the frontier of the research. And so maybe the first four years of Runway, research was almost happening on the background until there was a moment in 2022, with latent diffusion, with, DALL-E 2, where, there was that step function change, and you guys maybe remember around the time.Swyx [00:06:49]: I started in this space because of latent diffusion and Stable Diffusion.Anastasis [00:06:54]: Yeah.Swyx [00:06:54]: Because I was like, “Wow, this is not only, like, feasible, it is doable on consumer hardware.”Anastasis [00:07:01]: Exactly, yeah.Vibhu [00:07:01]: I think the delta is also huge. Like, I learned pix2pix. Like, this was intro to ML, the TensorFlow, like, Jupyter, Google Colab notebooks were like this, and then you have a sudden step function change, with diffusion and whatnot. Any other ones since that. Like, there were clear examples of what early diffusion were to get to here. Any other changes in key technology research?Green Screen, Rotoscoping, and Early RunwayAnastasis [00:07:26]: Between, 2018 when we started and 2022?Vibhu [00:07:29]: Yeah.Anastasis [00:07:29]: So one of the early work that we did in Runway was solving segmentation, image and video segmentation. It was a very important problem because most VFX involves essentially separatingSwyx [00:07:42]: RotoscopeAnastasis [00:07:42]: Subjects. Yeah, rotoscoping. Extremely manual process. Nobody enjoys doing that. and so a lot of the early days of Runway was building this tool. It was called Green Screen, and it was for a long time the main thing that people were using Runway for. It ended up being used in, Everything Everywhere All at Once and a bunch of other high-visibility films and series. But that was essentially, Runway for a long time was a post-production tool until latent diffusion and generat- Gen-1, Gen-2, happened.Swyx [00:08:12]: Cool. let's, let's go past that moment. You've come a long way. Then you started releasing your own models. Maybe describe that journey as well.Scaling Video Models and the Bet on 1,000 A100sAnastasis [00:08:20]: Yeah, so we go to the other point, yeah, in mid-2022 when it became clear that we're doing research at a fairly small scale of compute, and it became clear that, like, scaling laws would apply to, image and video gen in the same way that we're applying to language generation. So we made a big bet, and I think at so at the time, we signed this deal to build a cluster of a thousand A100s, which at the time we were a Series B startup. That was a almost, slightly irrational decision maybe, but we really believed that if we trained a video model at a large scale, we would get, like, a great model at the end. And at the time, the goal or we set the goal around fall of 2022 of what is, what does the latent diffusion, Stable Diffusion moment look like for video? And at the time, the best model of the time was called CogVideo. it was one of the early video models. It was very 256 by 256 resolution, very not very high quality. and so we decided we're gonna build out this cluster, and we're gonna just invest in, like, in building out our own video model. it became clear as we're training Gen-1 that it was difficult to get to fully. we wanted to build text-to-video, but it became clear to us that an easier starting point would be to start from video to video. Because when you have a stronger conditioning, it's, it's an easier problem to restylize an existing video versus generate the video from scratch. And so we released Gen-1 first back in, it was January of, 2023. Yeah.Vibhu [00:10:04]: It's just a fun visual podcast, honestly. Like, if we can see February 2023, what was the state of stuff?Gen-1: Video-to-Video and Depth ConditioningAnastasis [00:10:10]: It's so interesting ‘cause at the time when you see those results, you think this is so incredible, and this is like, it's almost like image generation or video generation is solved. And then you look back a few years after, and it's like, it's It's just like you get used to the results very quickly, with those models. But at the time when we started seeing those results, it was, it felt quite incredible, and the level of, like, quality that you could get. And, so the Gen-1 was a depth-conditioned video model, so it would turn. it would take a input video, it would predict. it would it would first convert it into the depth map, and then we would generate, pixels with a latent diffusion model.Swyx [00:11:01]: Yeah, very effective.Vibhu [00:11:02]: Yeah. I didn't realize how distracting the blog post would be. Sorry.Anastasis [00:11:05]: Yeah, but, one of my favorite examples of on those, on Gen-1 was both, if you go up to mode three or mode two, there was this storyboard use case where people would makeVibhu [00:11:18]: OohAnastasis [00:11:18]: WouldVibhu [00:11:20]: You can mess around with theAnastasis [00:11:20]: Make a city out of books or out of boxes, and then they would shoot a video with their phone and then translate it into a photo-photorealistic output. There was all these ways in which those models were starting to be used for storyboarding and also for really. and then if you go to mode four, like, of taking untextured 3D scenes and then turning them into photorealistic output. So we saw a lot of use cases early on where people that were familiar, were power VFX editors would just take a blender, render, and then they would get translated in with Gen-1 or create a scene in Unity and then take a capture a video of it and then translate into, restylize it. So I still think video to video is powerful. I think we had a recent video-to-video model as well, and it's one of my favorite ways of using those models is essentially using them to use ground truth video as, like, the initial inspiration and then translate into different styles or different outputs.Stable Diffusion, Stability AI, and Open SourceSwyx [00:12:23]: But I think we're gonna go into, like, the rest of Runway and catch people up to speed today. I did wanna cover the, let's call it the Stable Diffusion controversy, or, what happened with Stability AI, whatever. I think there was a two sides of the story. I think there's part of that is a normal thing of, like, people, join and leave companies, but what is the, retrospective now that, there's been some years behind it?Anastasis [00:12:49]: Yeah, it's a very, it's a very long story to go into. I think it wouldSwyx [00:12:53]: Which I remember you wrote a really long post about.Anastasis [00:12:56]: We would probably cover the whole hour to go into it in more detail. But, essentially, there was the latent diffusion paper that came in, I think that was at the end of, 2021. And then Patrick Esser, who was one of the researchers behind, latent diffusion, and he worked at Runway at the time, he built latent diffusion in collaboration with Robin Rumbach and a few other folks back, in the in, CompVis, which was, a labSwyx [00:13:26]: Like a research group, yeah.Anastasis [00:13:27]: And, after releasing the early latent diffusion model, they, essentially they were. the goal was to keep working on versions of the model, scale it up, incorporate new data, incorporate new tasks. And Stable Diffusion was the same model, but trained on more compute, and then with a few more tricks, like a classifier-free guidance paper came at some point, I think in the early 2022. And thatSwyx [00:13:52]: Which, like, was a big prompting improvement.Anastasis [00:13:55]: Yeah.Swyx [00:13:55]:?Anastasis [00:13:56]: That improved results. it was trained on better data, so like, the esthetic subset of LAION, but it was effectively, the same underlying architecture. And there was that big training run, that, happened on Stability's cluster. Stability financed that run. And looking back at that story, I think it was the work to build and train that model was done. It was a, it was a research project. It was done as part of, like, continuation of the latent diffusion work. It then, I think it the model became very successful, and it, I think there were the. And I think as a result of its success, other companies tried to, figure out the commercialization path for it. But for us, it was very important that we try to, we make sure that we. It was meant to be an open source research project, and so the we decided that we should continue releasing versions of it, since that was the original goal of Stable Diffusion, and that led to releasing Stable Diffusion 1.5. There was maybe a day of, a bit of, miscommunication there, but ultimately that was resolved very quickly within hours. so yeah, there wasSwyx [00:15:12]: OkayAnastasis [00:15:12]: Not a niceSwyx [00:15:13]: I just wanted to. you have toAnastasis [00:15:15]: Yeah.Swyx [00:15:15]: You're one of the main players in that journey, and so it's nice to hear from the source of, like, what happened. Yeah.Anastasis [00:15:22]: Yeah. I think it's all, it's all in the past nowSwyx [00:15:26]: YeahAnastasis [00:15:26]: I would say. and, like, both companies, Stability took its own path, Runway took its own path.Swyx [00:15:32]: Yeah. There's still. James Cameron is backing the new Stability, whatever they're doing with the Hollywood studios.Anastasis [00:15:38]: Right.Swyx [00:15:38]: I don't know what they are doing. I think one thing that impresses me, and I'm happy to move on, is that back in the that time, let's say, like 2021, 2022, there was this community of people that you were involved in that was researching all this stuff, right? And, like, from everyone I talked to who was active then, it seemed like it was fairly obvious that somebody would do the hero training run that would produce Stable Diffusion. So, like, I guess the question is, like, you had the you were you had made investments. You were you had the foresight. Is it accurate to say, like, that is reflective of, like, what people were thinking at the time? Or was it still very much like, “Well, we'll use it as, like, a post-production tool or something. I don't know.”? Like, where in the sentiment were we that maybe you can think back to, like, what the community was like back then?The Early Creative AI CommunityAnastasis [00:16:28]: I reminisce and I think very fondly those early years, from like 2018 to 2022, because it was a very small community that, as you said, were very convinced that this was gonna be a big thing. And at the time, anyone who. Because it was such a small circle and, everyone who would, like, be part of that circle and, like, make projects with it would, immediately get, go viral. so likeSwyx [00:16:55]: And you didn't know who they are, right? They're just some name on a, GitHub or Hugging Face somewhere.Anastasis [00:16:59]: Exactly, yeah. So I remember one of the first big viral moments of creative AI was, there was the neural style transfer paperSwyx [00:17:09]: HuhAnastasis [00:17:09]: ThatSwyx [00:17:10]: Something dreaming?Anastasis [00:17:11]: I think it was called neural style transfer.Swyx [00:17:14]: Okay.Anastasis [00:17:14]: There was also Deep Dream, the puppy sliceSwyx [00:17:16]: YesAnastasis [00:17:16]: Which was, also really cool. but, yeah, there was this project that, Jim Kogan, who was an early advisor of Runway and one of those,Swyx [00:17:25]: Marketing guysAnastasis [00:17:26]: Big, creative AI, folks, he literally just, like, showed a video of himself taking the New York Subway and going over the Williamsburg Bridge and then stylized it with, I think in the style of Van Gogh or, like, one, painter. And that was. Like, at the time, that was, like, so cool and it went viral and it was completely revelation to people that you could do this with generative models. And that was only, it was less than. It was maybe 10 years ago. So just, like, as an indication of, like, how quickly things have gone.Vibhu [00:18:02]: It's pretty crazy. Like, even since then, you've got people at every level of the stack. You've got devs, creatives, artists, hobbyists. You've got everyone using it. And for people that tried stuff early, they'll remember how hard it was to use regular diffusion, right? Like, nowadays, you can use your favorite ChatGPT image gen or whatever, give a sentence, get a beautiful output. But diffusion was like, the whole ultra HD, 4K, high resolution. Like, prompting these things was very different. anything you learned on the tooling side, like from the offerings you guys have now, so like creatives, devs, you really took the. Research and brought it to everyone to use. anything interesting there to share?From Gen-2 to Controllable Video GenerationAnastasis [00:18:44]: We had to build the entire model serving infrastructure for video diffusion models. There was nothing else, already, like, because we had Gen-2 was the first text-to-video model, I think, out in the market. So many things that we learn over time. I think the I think the biggest one was, like, we. it was very clear early on that text-to-video was not gonna be the answer. Like, you. Like, people wanted a lot more control than that, and so we invested in, like, control building on top of those models very quickly. how do you use the camera trajectory as control? How do you use an initial input frame as control? So that was a very early learning for us. With text-to-video was, like Gen-2 was an amazing, step function improvement in the quality of video models, but it was used much more in an exploratory way because there was nothing to ground it to. There was no reference that you could bring into it. There was no. You couldn't really control the camera motion. You couldn't control the object motion. And so the first year, in 2023, was really all about what are all the interesting ways in which we can condition those models? And it was a lot of just post-training rounds on top of the base model to figure out, like, what, -- how do people wanna control them? And so there was, like, this quick succession of the we it was called Motion Brush, which was you could, like, you could draw arrows and dictate where things should move in the scene.Vibhu [00:20:09]: That's so cool.Anastasis [00:20:09]: There was camera control that was you could just describe, like, how you want the camera to move in the scene. And because we work with filmmakers from the most of the history of Runway, we immediately got this feedback and got this, decided that this was worth investing in. And so control ability became a big theme, I think, very early on as we were building, as we were building those models. Something fun that I haven't really talked about too much was just how Gen-2 came to be out of Gen-1. So it was a bit strange because we announced Gen-2 two months after Gen-1 andHow Gen-2 Came From a Weekend HackVibhu [00:20:43]: We're accelerating.Anastasis [00:20:44]: It was before Gen-1 was even generally available. But Gen-1 was a depth-to-video model, so it would take a depth map and it would convert it into RGB. and we couldn't get, text or image-to-video to work directly, and that's why we started from depth to video. but, and we had discussions of like, okay, we need to spend the next six months investing in text-to-video, maybe increasing the compute scale or the model scale, like train a larger model. And I had this weekend project idea, which was, what if I take a model that, starts from text input and converts to depth maps and then use Gen-1 to convert the depth maps Into RGB?Vibhu [00:21:29]: It would probably work.Anastasis [00:21:30]: And so Gen-2 was that.Vibhu [00:21:32]: Oh. The hackathon pipeline.Swyx [00:21:35]: The weekend hackathon pipeline.Anastasis [00:21:36]: Yeah.Vibhu [00:21:37]: But it looks good.Anastasis [00:21:38]: And it worked pretty well. there were if you, with the knowledge that it has this, like, two-stage pipeline, you can tell in some cases that the structure of the video looks a bit off because you had to generate the depth first before you go into the output video. But it worked and it allowed us to bring this to our, to users very quickly. But it's now it's interesting because, like, people are coming back to this almost two-stage approach. Like, if you look at the Reve text-to-image model that came a few months ago, it had this planner model that would generate bounding boxes before it fed that into the diffusion transformer.Swyx [00:22:19]: Yeah, Ideogram also the same day.Anastasis [00:22:22]: Yeah.Swyx [00:22:22]: I remember that was very strange that both of them came out the same day with the same exact innovation.Anastasis [00:22:26]: It's a small community, I think.Swyx [00:22:28]: I'm like, this is like, this is completely coincidental, right?Anastasis [00:22:32]: People talk. So yeah, there's, there's definitely something into this approach. And, now, like every single like, video generation model in production uses a complex prompt completion pipeline under the hood. I think that's no secret that there is. ThatSwyx [00:22:48]: Humans are terrible at prompting.Prompt Rewriting, Camera Control, and the Seed of World ModelsVibhu [00:22:51]: I think across the board.Anastasis [00:22:51]: Yes.Vibhu [00:22:52]: But yeah, I think like the original Sora one blog post even told you that what happens after your input is rewriting your prompt. It's much more descriptive about what you would want.Anastasis [00:23:02]: Exactly. I, And there was the DALL-E 3 paper beforehand that, was the first public, description of the fact that synthetic captions and really detailed captions work really well. And then Sora built on that. Yeah, so it was 2023. We were releasing all these updates to Gen-2, like the camera control, Motion Brush. And there was something very interesting about camera control because it was the first time that you felt that instead of, like, you were creating video, you were creating a short video, you were navigating inside the world. And I think camera control was maybe the seed of some of the ideas that we had around world models and really opening up that research direction. We realized, it was this era and this series of, Gen-1 and Gen-2 models really proved to ourselves, yeah, this is theSwyx [00:23:56]: Cool.Anastasis [00:23:57]: So this is not the original camera control. This was the updated camera control on top of Gen-3. But yeah, I think it made those models usable to filmmakers, I would say. The so camera control was very popular. And so we realized, there is one way of seeing those models, which is, you're just as content creation machines, and there is the other way, which is you're. As you're predicting video in order to predict video well, you need to simulate the world in an increasing and increasing capacity. And if scaling laws apply on video, just like they apply on language models, then as we scale the compute that we put into those models, then they're gonna be able to simulate physics, they're gonna be able to simulate human actions and dynamics increasingly well and predictably well. That was the thesis about around our efforts on world models, and we spin up this research group to just focus on the world models and how do we turn the video generation models that we're building into something broader and something that would be useful beyond, also content creation as well.Swyx [00:25:04]: And that was roughly when?Anastasis [00:25:06]: Yeah, so that was inSwyx [00:25:06]: OhAnastasis [00:25:07]: In late 2023.Vibhu [00:25:08]: Interesting. like, I think, a lot of people have been saying a lot of video gen model companies have all pivoted to world models these days, but like, 2023, you're posting it. oneWorld Models: From Video Generation to SimulationSwyx [00:25:21]: It's, it's debatable whether it's a pivot.Vibhu [00:25:23]: Yeah.Swyx [00:25:23]: Like, arguablyVibhu [00:25:24]: YeahSwyx [00:25:24]: That's what you always had to do anyway, right?Anastasis [00:25:26]: It's in a way an expansionVibhu [00:25:28]: YeahAnastasis [00:25:28]: Of the applicationsVibhu [00:25:29]: YeahAnastasis [00:25:29]: Of the models as they become more capable.Vibhu [00:25:31]: The early signs, it seems like the original models you guy had, guys had, people would say it's very not bitter lesson pilled, right? You're adding, rewriting prompts, you're having all these one-off things, but that's just the state of the tech as it was versus the future of as you said, you can scale it up as, we can scale up to world models.Anastasis [00:25:50]: Yeah. So it just became. And if you looked at the outputs of Gen-2Vibhu [00:25:56]: YeahAnastasis [00:25:56]: It was not. I think it was not obvious to people that this would scale to become a general simulator of the world. Like, you had very limited movement, you had, very low fidelity or low resolution, like obvious mistakes in human anatomy, like all kinds of limitations. But it was just, the idea was that's just GPT-two, and GPT-two, it can barely generate, like, coherent sentences. Similar, Gen-2 can barely create coherent video, but if you scale it up, you're gonna. There is no reason why it shouldn't work in a way. It's, And I think that was. That's, that's always the mindset of Runway is like this extrapolation of, like, if, like, even when we started in 2018 and you looked at the results of the day, you need to look more at the trend of, like, where we were in 2018 versus when we were at the, when the first GAN came out in twenty, four 2014 or twenty, fifteen. And, you started from, like, thirty-two by thirty-two images of faces, and then by the time in 2018, you could generate, street images at the 1K resolution. And it was the same with world models, very early signs of something much bigger.Swyx [00:27:08]: Yeah. I was gonna say, like, it's diffusing into focus. Like, if you look at our visible output from year to year, it looks like a diffusion process itself.Anastasis [00:27:17]: Yeah.Vibhu [00:27:17]: Especially watching the early, like, old blog posts, you can really see the choppiness, the details.Anastasis [00:27:24]: Yeah. Like human civilization starting from random noise and thenVibhu [00:27:27]: YeahAnastasis [00:27:27]: Denoising intoSwyx [00:27:28]: Yeah. Just run it a hundred years.Anastasis [00:27:30]: Civilization.Swyx [00:27:30]: Yeah.Vibhu [00:27:31]: That's how you're on track, you're still noising, right?Swyx [00:27:34]: Yeah. I like the way that you guys phrased it when you, announced it in June, which is, oh, that you had a video essay. “The human mind is no longer the center of AI. Our world is.” Right? Which is, let's, let's call it the past five years of LLM-based AI is very much like trying to emulate human preferences and human speech. But now that's, like, mostly solved. I think that's, like, some of the context of your essay, which you also wrote around the time. And now it's like the focus is on modeling the world accurately.Scaling Laws for Video and Why Predicting Pixels MattersAnastasis [00:28:03]: Exactly, yeah. So the way we see it is, there is that, initial mission statement of DeepMind, which is, solve intelligence and then use it to solve everything else. But I think it's starting from everything else, could be valuable of, like, starting from. there is just so much complexity, and detail in the world that in order to. That it's, it's hard to learn directly from just human descriptions of the world. Like, we're assuming that, like, language models learn from everything that humans have written about the world, like our own understanding as of, the twenty twenties. And there is just so much that we don't know and so much that's not captured by existing text, about both the low level dynamics of the world, like we're not describing in detail. if I tell you to describe, like, how do you tie your shoes, that's a very difficult thing to describe in words, but it's very obvious thing to demonstrate. And so I think there's been. And there's, more of X paradox, like we're constantly underestimating all the complexity that goes into very, like, things that we do subconsciously as humans, and we don't even necessarily always have the words to describe them. And so in my mind, the simulating the world and simulating, physics, simulating the dynamics of the world has always been underestimated, compared to, we place too much emphasis on the things that are easy to talk about. but there is just all this complexity and richness of the world that if we just try and train directly on that observational data instead of training on how people describe the world, we would learn something new that we wouldn't otherwise know.Swyx [00:29:54]: You think that the present architectural paradigm is fine? You don't need, like, another layer, like JEPA, like another famous, New York AI leader would say?Anastasis [00:30:05]: We're a very pragmatic research lab. If, we have evidence that an approach works better than the approach that we're taking, then we have no qualms to taking it. We just have seen no indication that video prediction itself doesn't scale. And even if you look now, not just our work, but the work of others, you're seeing in robotics some of the most promising work, starts from video prediction models, and then you adapt them to also the action models, for example. so there is very little evidence that you need something else and that your time is better spent on a novel architectural change compared to improving data and improving the, and scaling the current approach. And so, We don't have any indication that. the, there is that counterargument that I think there was a tweet by Yann LeCun a few days ago that, understanding the dynamics of the world is very different than, generating, cute videos.Swyx [00:31:05]: And your answer is no, they're the same thing.Anastasis [00:31:07]: Yeah, they're the same thing.Swyx [00:31:08]: My cat videos are the same as understanding physics.Anastasis [00:31:11]: Right, because if you wanna generate. video models can cheat and, like, they could you could give, like, successive dif shots of the scene in a way that doesn't require you to simulate difficult physics. There is like, all these different ways in which you can hide the deficiencies of the model, and it's important not to be too tricked by the performance of the current video models. It's easy to, cherry-pick examples and think that video models are further advanced than they are. So there is a lot more work that we need to do to improve those models. But in my mind, very similar to language, and, like, we've. you go from barely coherent sentences to something that, could hold a conversation with a human to something that could can operate autonomously for a day and, like, create entire code bases. And the main difference, there is some architecture improvements along the way, but the main thing is scale. And so it's the same bet for video, and we have no indications that this is saturating. Like, we have benchmarks that we use for measuring the physics of those models, and we see those predictably improve as we scale those models. So there is. If you want to Google up, Physics-IQ, is one of those benchmarks that measures how well does the model perform at solid mechanics or fluid dynamics or optics.Vibhu [00:32:32]: I'm curious if you've seen any emergence, any scaling law around this.Swyx [00:32:37]: Yeah, he's saying there is a scaling law, right?Anastasis [00:32:39]: Exactly.Vibhu [00:32:40]: Yeah,Anastasis [00:32:40]: So the way those models, those benchmarks work is you. the researchers have gone and, like, captured, a few videos that are representative of different physical phenomena, and then you can take the first frame and then pass it through an image-to-video model and then generate a rollout that shows what should happen next. So you have, a ball hanging from the ceiling, and then you use that as input, and then you the model predicts how the ball should fall on the ground. and this measures. we have an intuitive understanding of physics. I know, you can imagine what will happen next if I drop this bottle. So it's measuring that same intuitive physics understanding of those models, and we've measured that at different model scales, and we see, and compute scales, and we see that the score on physics IQ predictably improves. There's other, tricks and techniques that you can make to improve the score even further, but even scale alone helps, in the model learning better physics.Swyx [00:33:40]: My main sympathy with Yann LeCun is the, Plato's cave allegory, right? Like, you're, you're, like, learning on the output of a thing, not the internal process of a thing, and it's very noisy. And, if only you could observe the internals of a thing. It's hard to observe the internals of a human mind, but you can very much observe, or at least we have a whole branch of science and physics that we're ignoring on how to model Physics and movement and, gravity and, other interactions. and we're just, like, throwing away all of that and just saying just scale data, which is very much the lesson of unsupervised learning, but it feels wrong. that's the main idea.Anastasis [00:34:21]: I think the history of machine learning is, at large, it feels wrong.Swyx [00:34:25]: Yeah. It's a bitter lesson, right? Yeah. It's, it's, it's the simple answer to that.Vibhu [00:34:29]: I guess, how much can you scale? So, like, even on, let's say, the video generation side, like, there's one side of video understanding. Video generation, are we still gonna have tools where it's like, I wanna generate two hours, twenty hours? there's a infra way to do it in batches and stitch it together, but, like, do we just keep scaling? Do we just continue long generation consistency, all that at scale? And, like, tying it into where we're at now from we looked at Runway two to four point fiveGen-3, Sora, and Runway's Scaling InflectionAnastasis [00:34:58]: Yeah.Vibhu [00:34:58]: Like, technically, what advancements have we made to today, and then where do you see things still going?Anastasis [00:35:04]: So part of the answer is definitely scale. and that was. We learned that lesson in a big way for with Gen-3. So Gen-3 was the model we released the year after, like in 2024. That was a few months after Sora was released. so yeah, there's an interesting story of that came to be as well. Gen-3 for us was, the first time that we really needed to build. we had to learn all the lessons that the language model world learned in two in three years in the span of a few months. one of the biggest changes of Sora was using diffusion transformers instead of convnets. So a lot of the early, latent diffusion models were all, convnets for the diffusion model part. And the diffusion transformer paper came at some point in 2023, and it showed scaling laws for image, diffusion transformers. And we realized at that point that we needed to invest in infrastructure for model parallelism, for really scaling training to larger than, a few billion parameter models. And we spent maybe the, most of the fall of 2023 building out our infrastructure for distributed training. And we had a lot of false starts and a lot of failure in trying to scale, image and video diffusion transformers. And at that point, February 2024, Sora comes out, and the results areAnastasis [00:36:35]: Very much superior to what Gen-2 could produce. There were a lot of, a lot of chatter on Twitter about Runway. Runway's done. like, there is no way Runway will catch up. And if you remember, also OpenAI in the early twenty-It felt very, like it's aSwyx [00:36:56]: To the moonAnastasis [00:36:57]: It's a formidable opponent now, but at that point, it, they were on the top of their game. nobody could even get close to them. There was maybe Gemini was just the first version of Gemini had just released. So when OpenAI came with Sora and it was such a big jump of like quality, it gave me, there was like an existential crisis for a few hours. But that, I think the amazing thing about Runway and like I think the, we've been around eight years now, which is almost we're dinosaur in AI, and we had to like, we had there was a lot of those moments we had to learn, adapt very quickly and build out skill set in the team that we didn't have. And so, if you ask anyone what is their favorite time at Runway that was there during that time, it was that push in like three months to get to a model better than Sora. and it, we scaled 10x the model scale, the model size and the, compute that we were training on. we figured out model parallelism. We had zero expertise in that. And then we came out with Gen-3 during that summer. So that was a big turning point, I think, for the company where the research org grew very quickly, and we really started pursuing this vision of the general world model, in earnest, I think after Gen-3 was out.Swyx [00:38:12]: Yeah. that's the amazing thing about building when you're building. There's no stack to. You have to invent everything yourself. You have to be completely full stack. Now I think like there are inference specialists like Fal or whatever that can help with like, model serving, and I think you guys work with them as well. but yeah, like it's, it. But at the time, it was just. It's very interesting to think about what you do when Sora comes out and people are questioning whether your company should still exist.Distillation, Turbo Models, and Real-Time VideoAnastasis [00:38:41]: Yeah. And yeah, there was no, there was no VLM of diffusion models. Like, we had to build the whole model serving infrastructure and make things efficient. And a few months after we released Gen-3, we released the Turbo version, which I think was the first step-distilled model in production.Swyx [00:38:56]: That was a whole trend that we covered as well. Yeah.Anastasis [00:38:59]: So that allowed us, to serve those models at the larger scale, ‘cause I think the first version of Gen-3 was quite, expensive to serve.Swyx [00:39:09]: I think the whole like trend in like consistency models, Lightning and, Turbo and all these things somehow didn't really stick around. I don't know if you have any reflections on this. Because at the time, I was like, “Well, everything should start with a distilled model first, and then you can upscale,” right? It. your bigger models just turn into fancy upscalers, but like you should always draft with a smaller model and faster model, right? Because you can get it so quickly, like near real-time.Anastasis [00:39:39]: Yeah. I would not be so sure to say that didn't stick around. I think that, it's, it's likely to. that there is a lot of step-distilled models that are actively used in production. there is still a gap in quality compared to the, non-distilled model. but in my mind, we're still. there is a two to three year offset from language models. So the things that, So it's just a matter of time before there is better distillation techniques. we use. Right now we have a real-time model core character that I think is the largest deployment of real-time video models, that's a step-distilled model, and it's actively being used. It's a very specific use case compared to a general video model. So this is aSwyx [00:40:27]: Very cool, by the way.Anastasis [00:40:27]: This is avatars stuff, right?Swyx [00:40:28]: Consistency, character.Anastasis [00:40:30]: Yeah. So this is a talking avatar, model. we were able to. we optimized the hell out of it, and it generates at 24 FPS, and it's a, it's a step-distilled autoregressive video model. So if we look at our world model direction, a big component of it is starting from the bidirectional diffusion that generates entire video at once and making autoregressive shows. So you generate one frame or a few frames at a time. so there's a lot that goes into that pipeline of getting to a real-time model. It's first you need to make it into a causal autoregressive model, and then you just turn it into. You need to do some additional step distillation to get it to be real-time. and I think that part is just starting. I'll be very surprised if we're, two years from now, we don't primarily use real-time models. To me, real-time video generation is just inevitable that, it has much better user experience, it's much cheaper to serve, and, the quality gap between the base model and the real-time model is only gonna close as we figure out better, distillation techniques. And we made a lot of progress there internally on maintaining the quality of the base model when we distill them.Swyx [00:41:49]: How much of this is transferable? So is it the same base model? Like if you're doing diffusion across the whole sequence and you're converting it to step autoregressive distillation, is this like distillation where you still need to train both, you can use the same base and converter? What's that process like to go from regular model to something that's real-time on a technical level?Anastasis [00:42:11]: So the nice thing about diffusion models is you have, two axes of distillation. So there is the. You can distill to a smaller model, which resembles what you do in LLMs, or you can distill in terms of taking less steps, less diffusion steps. So you could take a model that generates in fifty steps and generate in four steps and get to, You have some performance, degradation, but very often you get comparable outputs. So you can even take the large frontier model and distill it with step distillation and get to a real-time performance, and that's what we've seen. So, depending on the use case, in some cases we might also serve with a smaller model, but in a lot of use cases, we just use theSwyx [00:42:56]: Step distillationAnastasis [00:42:56]: The frontier model, and we're able to make it work in real-time.Swyx [00:42:59]: I think this might be a good time to cut over to his laptop to show off some of the real-time stuff that you're doing.Interface World Models and Neural SoftwareAnastasis [00:43:06]: This is one of the research updates that we did recently. so we've been working and f in getting our general world models to, different applications. one of them that we think is very compelling is using general world models as essentially, an interface, a universal interface to software. This is a version of our world model that's called an interface world model. and the idea is that it essentially, replaces, the, front end of a software application. It renders the pixels directly of an interface and is trained to predict what happens next as a result of, a click or another interaction you have with the interface. So this is all pixels. it's there is no HTML, CSS, React that's powering this interface. This is directly at the output of our real-time, video generation model, and it takes clicks directly as input.Swyx [00:44:09]: And drags, click and drag.Anastasis [00:44:12]: Right. So it supportsSwyx [00:44:13]: Ooh.Anastasis [00:44:14]: Yeah, clicks. It supports drags. it also supports scrolling. and the amazing thing about this is that you can effectively describe in the prompt how you want different elements, like what do you want the behavior of different elements to be. So it's almost you're you can turn, an interface from, markup language description of, like, an HTML interface, and instead you can just describe the interface. if I press this button, I expect this to happen. If I press this button, this should happen. And it's useful, we believe, both for prototyping, for, like, just testing, like, what different interactions would feel like. you can also add audio to it. So it's a video audio generation model. So you get you essentially can describe both what the visual outcome should be of your click and also what the if there is a sound effect that comes out of it. So we believe that's gonna be a much more flexible way of building software. Just render. It just, in why generate the code that generates the pixels? Just generate the pixels directly.Anastasis [00:45:18]: It's the end-to-end philosophy applying applied to front ends.Anastasis [00:45:25]: So we think there is a few interesting use case. So you can build creative tools on top of it.Anastasis [00:45:32]: We think that, for any use case that involves a lot of exploration or, like, educational use case where you wanna learn about a new concept and you want some visualization and like, and open-ended exploration, we think those this is a very powerful, approach. you can imagine new forms of, design, industrial design software that could emerge as a result of those models. And this is all, generated in real-time as well. So, you can build a lot of interesting camera transitions and forms of interaction that are very difficult to build otherwise. And one way in which we evaluate this is what if you try to generate the same interface with Claude by just, prompting Claude, “Here's an image reference of my interface that I made in Figma or that I created somewhere else. create this particular interaction,” which in this case it's, drag that object, upwards. and beyond it being slower, it's also very difficult to capture some interactions by just fully, with just LLMs. So we think that this is likely to be the way that a lot of the future, like, software in the future will be created. and one of the additional benefits is personalization might be a lot easier done with those models. Like, you can essentially try out different prompts based on who is visiting the interface. You can, more easily, prompt engineer the interface to have larger size, text for more accessibility reasons, or you can make this or, like, if you have a particular aesthetic preferences. So we're very excited about this approach. It's early days, and I think we'll need to, make it more cost-effective as well to serve those models ‘cause, running a real-time video model versus just purely rendering HTML, there's -- the computational needs are much higher. but we do see a lot of potential in this approach to building front-end interfaces.Swyx [00:47:47]: So we covered this similar thing with Flipbook before with our, Ethan Hara episode with Groq, video. And yeah, I think it's very engaging visually. I think it's maybe very good for education, but it's it does sound expensive. I think there's an upper bound to how expensive it will be, though, right? Like, the inference cost will go down over time. You'll figure out ways to optimize it. Effectively, when it pauses, you don't you're not receiving human input. You don't have to generate anything, right? So.Anastasis [00:48:14]: Yeah, you could also. Like, in this case, you have ambient motion, so there is parts of the screen that might. if you're let's say you wanna, visit Paris and then you get this interface that allows you to explore.Swyx [00:48:29]: People walking. Yeah.Anastasis [00:48:29]: You have people walking or, like, things happening. But, it's, it's a no Yeah, it makes it more expensive because you need to run the model all the time. Maybe you have some looping mechanism so you don't need to do that. But all those things, I think, is stuff we'll need to figure out.Toward a Fully Neural Operating SystemSwyx [00:48:44]: Yeah.Anastasis [00:48:44]: I think our first consideration is let's make this clearly find some use cases where it's clearly a much more compelling interaction compared to traditional interfaces. And then it's a matter of time before it becomes more cost-effective to serve.Swyx [00:48:58]: Yeah. When it comes to the people walking, I think the approach that makes the most sense to me is Nick.Anastasis [00:49:04]: Nick.Swyx [00:49:04]: Oh, God. I keep messing up their name. With Chris Manning and Fanny Yan. I don't know if you've come across them, where they. Mapped to some game engine. I think it's Unity or something, or Godot. And they you can script some NPC behavior behind that and train on that. Whereas here, you can really imagine whatever you want. Like, that is a UI, right? Like, and it feels, like, more tractable, I guess, to, create a world model of software that is interactable because we have many of examples of that, and you can, do your fancy RL environment stuff on that than it is scaling up to embodied and real-world physical use cases. But this is a nice first step.Vibhu [00:49:43]: Or, there's the opposite of you have, like, one B models, three 50 million parameter language models. It just gets so small that they're just predicting, like, fishes moving.Swyx [00:49:53]: Small models are now 120 B, so.Vibhu [00:49:57]: Ultra mini on device.Vibhu [00:49:58]: But, no, I think it, like, it puts it into perspective, at least the car one for me, like, the applications, right? The amount of work to do that, sure, you only make one model year car per year, but applying this, it's also a cost-saving to have to manually make all this, right? So it opens up a lot of possibilities, too. I'm curious if you extend this out two, three years, so where do you see things going even further?Anastasis [00:50:25]: Effectively, the end game of something like interface world models is you have, a fully neural operating system. So I think, Andrej Karpathy has written about that quite a while back. But it's, You, I think to me it's, it's a bit, it's a bit odd that, we have, for example, with an interaction with an LLM of today, you have this LLM that can talk to you about anything. It can You can take the conversation in any direction. You can It's very general, so it can solve all those different tasks, but you interact with it through a very rigid interface. And so to me, it's just a matter of time before the interface itself becomes learnable and becomes, part of the whole loop of, like, you're not just delivering. You're delivering an application end-to-end, and that means you're delivering the language model, but you're also delivering the render and the pixels and that's also a learnable component. And the concept of applications might not necessarily. I think we'll need to figure out new abstractions for software. the concept of application comes from this idea that you need, separate code bases to describe, to, for, to power each individual, tool and each individual application. But you might think of something a lot more unified if you're. if you have, a video model that's generating the interface as you go. so it can take context from an LLM and allow you to combine different functionalities that traditionally would live in different applications. So it's a, it's a way to solve, software end-to-end, effectively. We also see this as a powerful way to train computer use agents as well. so this is, one way to see this as. And in general, with world models, there is those two directions. One is world models for humans and world models forSwyx [00:52:24]: AgentsAnastasis [00:52:24]: To train agents.Swyx [00:52:25]: Yeah.Anastasis [00:52:25]: And so for every new work of, world models that we do, we have this both uses become possible. So this is a powerful synthetic data generator for training computer use models. It could become, a live, RL environment that you could use to do online RL with a computer use agent, and you can get wide diversity of different interactions, kinds of interfaces, just generated on the fly that, to improve the how robust the, your agent, becomes. So that's the same also with the world models that we're working on for a robotics use case as well.Long Context, Error Accumulation, and Autoregressive VideoSwyx [00:53:02]: Is there a research breakthrough that you're Waiting for that would unlock the next set of use cases that you really wanna pursue?Anastasis [00:53:10]: Long context is a very important one, so being able to maintain consistency for long periods of time, and that depends on the use case. So for our characters model, for example, or for the interface world model, it's easier to maintain long sessions of interaction. If you go into more open-ended worlds that you navigate and you take arbitrary actions in, we, like, there is more the context at which you can and duration which you can generate becomes limited much more quickly.Swyx [00:53:40]: Yeah.Anastasis [00:53:40]: So we see more degradation and error accumulation happening. so the biggest challenge with autoregressive models is error accumulation, is you're feeding generative frames back into the model to generate the next The next frames. And if there is any small errors, they accumulate over time. That's not a new problem. It's a problem that LLMs also have, and we've seen the ability to generate now really long outputs. So it's a solved problem, but it's definitely still a challenge.Swyx [00:54:08]: Yeah. And what is the state of the art? so for Grok, it would be like 10 to 20 seconds of context going in there for video.Anastasis [00:54:16]: With our characters models, we're able to generate up to 30 minutes of video autoregressively.Swyx [00:54:21]: Yeah. But that's just for the avatars.Anastasis [00:54:24]: Yeah. So if we look at, GWM Worlds, which is more our open-ended world exploration model, it's, it's on the order of a few minutes, which is Yeah, soSwyx [00:54:35]: Probably enough for people because you have to cut to the next scene anyway, right?Anastasis [00:54:40]: Yeah, it's not, it's not the ideal game experience if you have to restart every few minutes. So I think. But, I think it's. Yeah, for certain kinds of game experiences, you can work around it.

Triple Click
Fire Emblem, Wolverine, and Control Resonant (with Lucy James)

Triple Click

Play Episode Listen Later Sep 24, 2026 93:58


Jason's on assignment, so Kirk and Maddy are joined by guest host Lucy James of the lookingfor.game newsletter and the FPS podcast! They share some early impressions of Fire Emblem: Fortune's Weave, some final thoughts on Marvel's Wolverine, along with a (well signposted) spoiler discussion, and Kirk and Lucy also share some bonus early impressions of Control Resonant. ONE MORE THINGKirk: Control ResonantMaddy: The Guy She Was Interested In Wasn't A Guy At All (ongoing manga, soon to be anime)Lucy: Ride Lonesome by BeckLINKS & REFERENCE:The timestamp for the Wolverine spoiler jump: 1:03:39Lucy's newsletter lookingfor.game and her podcast, Friends Per SecondFriends Per Second's episode on Marvel's WolverineGame File's 2024 reporting on the Wolverine leadership change Kirk's 2017 Kotaku re-review of Batman: Arkham Knight“Ride Lonesome” by Beck from Ride Lonesome, 2026WhiskeyClone.Net - A Beck Fansite Help support this show and unlock bonus content! Become a member at https://maximumfun.org/jointripleclick

Drury Outdoors 100% Wild Podcast
The Nightmare of Misjudging Yardage on a Bull Elk at Full Draw | 100% WILD Podcast Ep. 480

Drury Outdoors 100% Wild Podcast

Play Episode Listen Later Sep 23, 2026 41:36


The Nightmare of Misjudging Yardage on a Bull Elk at Full Draw | 100% WILD Podcast Ep. 480 In this episode of the 100% WILD Podcast, Matt Drury and Tim Kjellesvik kick off the opening of fall hunting seasons with raw, honest discussions on bowhunting mechanics, field mishaps, and current outdoor news. Tim reflects on his previous Dream Season Live hunt analyzing the high-pressure situation of misjudging yardage and giving a 350 class bull elk a haircut at 35 yards while letting down multiple times. Matt discusses his ongoing psychological battle with target panic, detailing the frustrating feeling of sight pins holding four inches low on the target face and sharing specific form adjustments—like lowering the release elbow, to help elevate the bow arm without punching the trigger. The hosts also tackle outrageous stories making headlines across the outdoor community. They break down a terrifying incident in Fenton, Missouri, where an Amazon delivery truck's windshield and packages were pierced by a stray 400 FPS crossbow bolt after a neighbor overshot his target from 100 yards away, sparking a vital conversation about suburban backyard shooting safety and backstops. Additionally, the crew rallies behind a 7 year old girl who faced viral online death threats from an Illinois school employee after sharing a picture of her first dove hunt, before closing out with early season EHD herd health concerns and 70-year-old Terry Drury slalom water-skiing. 00:00:00 – Welcome to Deer Season: Idaho Elk Prep & Studio Catch-Up    00:00:50 – Missed Shots on Camera: Reflecting on Last Year's Idaho Elk Hunt    00:02:00 – I Gave a 350-Inch Bull a Haircut: Misjudging Yardage at Full Draw    00:05:20 – The Unique Pressure of Having Bowhunting Failures Filmed    00:06:26 – Beating Target Panic: Why Your Sight Pin Holds 4 Inches Low    00:08:00 – Bow Form Adjustments: Lowering Your Release Elbow for Elevation    00:11:30 – First Deer of the Season: Dragging a Rotting Doe Before a Wedding    00:15:25 – Early-Season EHD Fears: Dead Does Found Near Summer Ponds    00:17:14 – Dove Season Opener: Heatwaves, Social Field Hunts, and Camaraderie    00:18:38 – Anti-Hunter Online Attack: School Employee Threatens 7-Year-Old Girl    00:20:50 – Defending Youth Hunters Against Internet Hate and PETA Attacks    00:30:20 – Late Summer Fun: 70-Year-Old Terry Drury Slalom Water Skiing    00:33:40 – CRAZY LOCAL NEWS: Crossbow Bolt Shoots Through Amazon Van Windshield    00:36:15 – Sighting in Crossbows in Suburbia: Backstops & Target Safety    00:38:50 – Sky Drawing Dangers & Safe Practice Techniques at Home Join the Rack Pack Facebook Group :/ n73gskjt7bfb2ngc   Get ahead of your Game with DeerCast available on iOS and Android devices App Store: https://itunes.apple.com/us/app/deerc... Play Store: https://play.google.com/store/apps/de... Don't forget to stock up for your next hunt! 1st Phorm has you covered! Protein Sticks: https://1stphorm.com/products/protein... Level-1 Bars: https://1stphorm.com/products/level-1... Energy Drinks: https://1stphorm.com/products/1st-pho... Hydration Sticks: https://1stphorm.com/products/hydrati... Send us a voice message on Speakpipe! https://www.speakpipe.com/100PercentW... For exciting updates on what's happening on the field and off, follow us on social Facebook:   / @officialdruryoutdoors   Instagram: @DruryOutdoors X:  @DruryOutdoors  Be sure to check out http://www.druryoutdoors.com for more information, hunts, and more! Music provided by Epidemic Sound http://player.epidemicsound.com/ #dodtv

GameFM » Debug Mode – Podcast
UMA BREVE ANÁLISE DE HALO: COMBAT EVOLVED - Debug Mode #588 - Podcast

GameFM » Debug Mode – Podcast

Play Episode Listen Later Sep 22, 2026 676:16


Halo: Combat Evolved é um dos FPS mais importantes de toda história e é um símbolo do Xbox. Aproveitando o seu aniversário, acompanhe conosco uma "breve" análise de tudo e mais um pouco sobre o jogo. Desde as bizarras origens da Bungie, seu desenvolvimento conturbado, o original, o remaster e até mesmo o remake. Chega mais e entenda como Halo mudou o mundo dos games, a Microsoft e o Xbox para sempre. Confira!

Front Porch Swingers
Episode 419: If There Were No More Parties...

Front Porch Swingers

Play Episode Listen Later Sep 21, 2026 41:01


We discuss a phenomenon we have noticed many times in the lifestyle: When the party becomes more important than ENM itself. And it has us questioning: Without the alcohol, the dance parties, and the themes, how many people that we've met at lifestyle clubs would still want to be there if the focus was only on connecting mentally and physically? Ready to delve into a fitness program? Want to talk about the latest and greatest in peptide and hormone therapy? Schedule a call with us today at https://betterbedroombody.com Get 15% off your first order of Shivers gummies with code FPS at https://shivers.store Try Kasidie FREE for a month! Click on the Kasidie banner at https://frontporchswingers.com Get bonus episodes and support the show at https://patreon.com/frontporchswingers  

fps shivers no more parties kasidie
Day One Patch Podcast
Are AAA Games Getting Boring?

Day One Patch Podcast

Play Episode Listen Later Sep 21, 2026 94:18


BlizzCon 2026 brought a wave of new announcements for Warcraft, Diablo, and more, but did Blizzard deliver? We break down the biggest news from the show, discuss The Last of Us director Bruce Straley's criticism that modern AAA games have become boring, and react to Final Fantasy 7 Revelation potentially taking up a massive 200GB. Plus, Matt dives into the surprisingly impressive first-person shooters of the Game Boy Advance and explains how developers managed to get FPS games running on Nintendo's handheld.

Retro Titans - the Evercade podcast
From Evercade to WOLF: Making Modern Game Boy Games with Shane McCafferty

Retro Titans - the Evercade podcast

Play Episode Listen Later Sep 20, 2026 47:16


Rocketship Park co-owner and game developer Shane McCafferty returns to Retro Titans to discuss his latest work for the Game Boy and Game Boy Color, including Hero GP, Roguecraft GB and WOLF. Shane explains how burnout led him back to game development through PICO-8 and the Game Boy, and why working within the limitations of Nintendo's handheld has proved so creatively rewarding. We also explore his growing connection with Evercade, the challenge of recreating Roguecraft for different hardware, and the technical tricks behind bringing a Wolfenstein-inspired first-person game to the Game Boy Color. In this episode, we explore: 1️⃣ Rediscovering game development How PICO-8, an Analogue Pocket and a love of the Game Boy helped Shane recover from creative burnout. 2️⃣ Hero GP comes to Evercade Shane reacts to seeing his racing game appear as an Evercade Game of the Month and looks forward to its physical release on Indie Heroes Collection 5. 3️⃣ Bringing Roguecraft to Game Boy Color How Shane rebuilt the Amiga game in C, redrew its artwork and preserved the distinctive feel of the original. 4️⃣ Making WOLF work on Game Boy The raycasting techniques, hardware limitations and design decisions behind Shane's tense Wolfenstein-inspired FPS. 5️⃣ From Cave Dave to ZERO A physical release for Cave Dave, the evolution of the Starseed series and Shane's attempt to create an F-Zero-style racer for Game Boy Color. Plus, Shane takes on our Games of Your Life, with choices including Tetris, Sensible Soccer, Spelunky and What Remains of Edith Finch. If you enjoyed this interview, check out episode 8 of season 2 to hear Shane's first intereview. 

PopCornGame
Halo: Campaign Evolved - Il faut sauver le soldat John-117

PopCornGame

Play Episode Listen Later Sep 19, 2026 24:11


Il y a bientôt 25 ans, Halo débarquait avec la première Xbox. Une licence qui a contribué à imposer le FPS sur console, façonné le jeu en ligne tel qu'on le connaît aujourd'hui et marqué toute une génération de joueurs.Aujourd'hui, nous avons testé quelque chose qui aurait semblé impensable il y a encore quelques années : un Halo sur PlayStation 5.Halo. Le jeu qui a participé à faire connaître Xbox. Celui qui, pour beaucoup d'entre nous, explique pourquoi il y a encore une console verte dans le salon. Et désormais, l'un des plus grands symboles de Microsoft se retrouve sur la machine de Sony.Cela pourrait n'être qu'un clin d'œil à une guerre des consoles devenue un peu désuète. Mais derrière ce remake se pose une question beaucoup plus intéressante : qu'est-ce que l'arrivée de Halo sur PlayStation raconte de Xbox, de sa stratégie et de l'avenir de la licence ?On revient donc sur Halo: Campaign Evolved, sur ce remake, ses réussites, ses choix parfois discutables, mais aussi sur près de 25 ans d'histoire autour du Major John-117. Crédits musique :Halo: Combat Evolved OSTHalo 2 OSTHalo 3 OSTHalo 5: Guardians OST

Talk Dirt to Me
Ep. 256: Is farming so different across the US?

Talk Dirt to Me

Play Episode Listen Later Sep 18, 2026 59:00


We're back for round two LIVE from the Helena booth at the Farm Progress Show! This time, we're joined by Helena product managers Mark Christianson and Paul Sauer for a conversation that covers everything from new products to why farming can look completely different depending on where you call home. We dig into Testament, one of Helena's new products, including what it is, what it does, and even how products like this get their names. Because, let's be honest, "Testament" sounds less like something you spray on a crop and more like a metal band. From there, we get into the differences in farming practices across the country. What makes sense in Tennessee might look completely different in North or South Dakota. We talk tillage versus no-till, why certain practices are more prevalent in some regions than others, and how soil, climate, and growing conditions influence the decisions farmers make. It's a great conversation with two guys who know the products and the industry, and another fun episode straight from the Farm Progress Show. A huge thank you to Mark and Paul for joining us, and to Helena for hosting Talk Dirt To Me at their booth and continuing to support the show. We're proud to have them as a partner and appreciate the opportunity to bring these conversations to you live from FPS. Go check out Helena! Where inovation never stops!  https://helenaagri.com/  Go check out Agzaga! It is the ultimate online farm store. American owned and operated. Go check out their site and get what you need. Be sure to use the code TalkDirt20 to get $20 off your order of $50 or more! Visit them at: https://agzaga.com 

DioCast - The Open Way of Thinking
Lupi: o CONSOLE BRASILEIRO que foi feito do ZERO!

DioCast - The Open Way of Thinking

Play Episode Listen Later Sep 17, 2026 59:19


Esqueça consoles que custam milhares de reais! Neste Diocast vamos conhecer em primeira mão o LUPI CONSOLE um videogame 100% brasileiro, que você mesmo pode construir em casa por uma fração do preço e que roda a 60 FPS cravados sem travamento!---https://diolinux.com.br/podcast/lupi-console-br-feito-do-zero.html

Science Faction Podcast
Episode 626: Never Forget the Badmirals

Science Faction Podcast

Play Episode Listen Later Sep 16, 2026 67:14


This week on Science Faction, real life means surgery updates, kids claiming their own rooms, Ben questioning whether he needs a room of his own, and a surprisingly enthusiastic review of Lanterns. We also talk Silo, Pluribus, Strange New Worlds, and a new game that brings GoldenEye-style shooting into the modern age. Then in Future or Now, things get philosophical as we ask whether your brain is actually "making" decisions at all, before Ben introduces us to Douglas Harding's strange and fascinating Headless Way. Real Life This week Steven starts with some actual real-life stuff: Annabell had surgery, so there's an update on how everything went before we move on to considerably less important matters. Namely, Lanterns Episode 5, which Steven thought was absolutely fantastic. The series continues to hit that sweet spot between serious adult drama and comic-book weirdness, and Episode 5 might be one of its strongest outings yet. Devon's household is undergoing a major reorganization as the kids finally get their own rooms. That means purging years of accumulated toys, painting, decorating, rearranging furniture, and discovering exactly how much stuff children can somehow acquire. Devon also checks in on Silo Season 3. With the next season set to be the last, the end is coming into view—but getting there takes some patience. The beginning of this season is slooooow. Meanwhile, Ben is sharing an office with his son, which raises an important middle-aged question: does Ben actually need a space of his own? We also get the mysterious "Congratulations, Carol" text message, some Emmy talk, and an update on Pluribus Season 2. Vince Gilligan recently gave an update on the progress of Season 2, saying that the new season isn't technically completely written yet, but work is well underway. Then it's back to Star Trek: Strange New Worlds, where we somehow end up with Dr. Miles Dyson in Star Trek and another entry in the franchise's long and distinguished tradition of terrible admirals: the "Badmiral." Ben also has a new game recommendation: Agent 64: Spies Never Die. It's essentially a love letter to the Nintendo 64 era of first-person shooters—especially GoldenEye—but with modernized controls that don't require you to remember how we somehow survived playing FPS games with an N64 controller. Future or Now Steven brings us Brain Matters, and this week we're questioning something fairly fundamental: who—or what—is actually making your decisions? A neuroscience story highlighted by ScienceDaily challenges the familiar idea that somewhere inside the brain there is a central decision-making system responsible for choosing what we do. Instead, what we experience as a conscious "decision" may emerge from the constantly changing interaction between perception, movement, the body, and the environment around us. If that model is right, there may not be a little command center inside your head examining the available options and issuing orders. Decision-making could be something far more distributed—a process that happens as the brain, body, and world continuously respond to one another. Which, naturally, sends Science Faction directly into the comfortable and completely uncomplicated territory of consciousness, agency, and free will. Ben follows that discussion from a very different direction with Douglas Harding's "The Headless Way." You can watch Harding's 1991 Melbourne talk here. Harding's experiments ask people to reconsider their ordinary sense of being a person located somewhere "inside" their head, using surprisingly simple exercises—such as literally pointing back toward where you imagine your own face to be. For anyone wanting to try it rather than just hear us talk about it, The Headless Way has the pointing experiment available here. The Harding talk recently generated some controversy in Ben's sangha, giving him a reason to dig further into the idea and prepare a presentation about it. That also means experimenting with AI tools during the production process, including using Gemini Notebook, formerly NotebookLM, while preparing and editing the accompanying video. So this week we somehow travel from neuroscience questioning where decisions come from to a philosophical exercise questioning whether you have a head. And Devon? Devon swears he was going to find something for Future or Now. He did not.  

Pixel Perfect Videojuegos
E136 - Ocarina Of Time Remake,, Wolverine, Physint, Starcraft, DLSS 5, Steam Frame

Pixel Perfect Videojuegos

Play Episode Listen Later Sep 16, 2026 6:56


Arrancamos con Lo + Fresco y el regreso de uno de los grandes clásicos de la historia: The Legend of Zelda: Ocarina of Time. Nintendo ha mostrado el primer gameplay del remake y ha confirmado su lanzamiento para el 5 de noviembre en exclusiva para Switch 2. Hablamos de sus nuevos controles, cámara libre, doblaje, música, mejoras visuales y de la polémica por su nuevo estilo artístico, mucho más realista y que está dividiendo a la comunidad. Un remake tremendamente ambicioso que llegará, además, apenas dos semanas antes de GTA VI.En Made in Japan hablamos del regreso de BlizzCon, con Blizzard recuperando sus grandes franquicias. Diablo V llegará en 2029, StarCraft regresará convertido en un shooter de mundo abierto para 2030 y World of Warcraft: Forever traerá una nueva experiencia basada en el clásico WoW. También repasamos los nuevos contenidos para Warcraft III, Overwatch y Hearthstone y analizamos una BlizzCon potente, aunque con una ausencia evidente: nuevas IP.En Noticias tenemos un día complicado para Sony. La compañía abandona PHYSINT, el proyecto de Kojima, y poco después Xbox amplía su colaboración con Kojima Productions y se hace cargo del proyecto. Y para rematar, llegan las reviews de Wolverine, que se queda alrededor del 78 en Metacritic y recibe críticas por su repetitividad, poca variedad y algunas decisiones de diseño.También hablamos de Xbox y de su particular una de cal y otra de arena. Disc-to-Digital sigue creciendo e incorpora juegos de Ubisoft como Assassin's Creed y Far Cry, mientras Microsoft introduce límites mensuales en Xbox Cloud Gaming según el nivel de Game Pass: 15 horas para Ultimate, 10 para Premium y 5 para Essential.Nos vamos al Retro Gaming con el retraso de Neo Geo AES+ hasta septiembre de 2027 por problemas de suministro, aunque PLAION mantiene las reservas y ofrece compensaciones. Además, repasamos la avalancha de recompilaciones nativas de clásicos como Super Metroid, Gran Turismo 2, Donkey Kong 64, GoldenEye 007 y OutRun.También hablamos de DLSS 5, cuya librería apareció accidentalmente en NBA 2K27 y fue rápidamente analizada por la comunidad de modders. Las primeras pruebas muestran un coste de rendimiento importante, con pérdidas de hasta un 40-50% de FPS, mientras Nvidia trabaja en optimizar la tecnología.Y nos ponemos las gafas para hablar de Steam Frame, el nuevo visor de realidad virtual de Valve, que llegará el 18 de septiembre desde 1.049 euros. Las primeras reviews destacan su comodidad, SteamOS y streaming inalámbrico, aunque su elevado precio frente a Quest 3 es su principal problema.Como siempre, pasamos por Titulares, con el impacto del nuevo avance de GTA VI en las ventas de PS5 Pro y las previsiones de Take-Two, la nueva colección de LEGO basada en PlayStation, el estado de The Witcher 4, la actualización de Mario Kart 8 Deluxe y los nuevos juegos de Xbox Game Pass.Y terminamos con Quemando Controles, donde Nacho nos cuenta a qué está jugando con Switch 2, Project Zomboid y DOOM: The Dark Ages, mientras Dani se mete con Silent Hill F, The Operator y Super Mario World. Y, como siempre, cerramos con vuestros comentarios.Recuerda que puedes apoyar al programa y escuchar nuestros podcasts antes que nadie a 320 kbps desde nuestra web de Patreon.RETRO Super Metroind: https://github.com/mstan/SuperMetroidRecompDonkey Kong 64: https://github.com/Rainchus/Donkey-Kong-64-RecompiledCannonball: https://github.com/djyt/cannonball

M2 Podcast
MKwadrat odcinek specjalny #53 – Dyskusja o Steam Frame feat. Thomas Voland

M2 Podcast

Play Episode Listen Later Sep 16, 2026 83:14


Optymista konta sceptyk – Simplex i  Thomas Voland  podsumowują wrażenia recenzentów Steam Frame. Podziękowania dla Patronów za wsparcie, a najbardziej dla: Op1ekun, Jan Jagieła, Janomin, Uki, Mateusz „Kaduk” Kadukowski (Kadukowo), Kosmaty Dziadu (8biters), Pierek, Sebastian (Gry Starego Boomera), Thomas Voland (Voland's Reality), Bartosz Drozdowski AKA Drozdu (Aha Super). Okładka: DamianMontaż: Simplex Kanał Defana: https://www.youtube.com/@wsumiespoko/ (00:00:00) Wstęp i zasady zakupu Steam Frame.(00:03:48) Polska cena i opłacalność na tle rynku, wpływ cen pamięci na rynek (“Ramokalipsa”) oraz krytyka braku ładowarki 45W i górnego paska w zestawieniu bazowym.(00:07:30) Bezprzewodowy streaming PCVR i adapter USB 6 GHz eliminujący potrzebę konfiguracji routerów.(00:11:18) Architektura systemowa, Arch Linux i gry 2D, translacja gier x86/Windows przez Proton i FEX (m.in. gry 2D jak Hades czy Hollow Knight) kontener Lepton.(00:14:20) Poszukiwanie idealnego headsetu,. Brak recenzji w serwisach UploadVR i RoadToVR na premierę, porównanie ze sprzętem konkurencji (Meta Quest 3, Apple Vision Pro, Pimax Dream Air, Galaxy XR).(00:19:31) Zalety: Prywatność i otwarty ekosystem.Odejście od ekosystemu Mety, ochrona danych osobowych, pełny dostęp do otwartego systemu Arch Linux bez sztucznych blokad deweloperskich oraz obsługa wtyczek (np. Decky Loader).(00:25:12) Zalety: Ergonomia, komfort i lekka konstrukcja Niska masa wizjera (185 g; 440 g łącznie), dobre wyważenie dzięki baterii z tyłu, brak nacisku na twarz (“VR face”) oraz opcje montażu dodatkowych pasków.(00:29:50) Zalety: Optyka, szeroki FOV i Binocular Overlap Zastosowanie mechanicznej blokady rozstawu soczewek (IPD lock), wysoki współczynnik binocular overlap (77%), szerokie pole widzenia (FOV do 110°), soczewki pancake oraz duży sweet spot i eyebox.(00:33:52) Zalety: Ekrany, odświeżanie i śledzenie wzroku Płynność obrazu do 144 Hz, ekrany 2160×2160 na oko oraz sprzętowe śledzenie wzroku (Eye tracking) z foveated renderingiem zwiększającym wydajność.(00:38:12) Zalety: Kontrolery TMR i iluminator IR Zastosowanie przycisków wzorowanych na kontrolerze Xbox, gałki TMR bez driftu, precyzyjne śledzenie palców, do 40 godzin pracy na baterii AA oraz wbudowany iluminator IR do grania w ciemności.(00:41:20) Zalety: Specyfikacja i natywny port Half-Life: Alyx Obecność 16 GB pamięci RAM oraz natywne uruchomienie gry Half-Life: Alyx w trybie standalone z wykorzystaniem reprojekcji (36/72 FPS).(00:45:37) Zalety: Złącze PCIe Expansion Bay i modułowość Możliwości montażu akcesoriów na obudowie (górne złącze PCIe Gen 4), dedykowana opcjonalna kamera Arcturus Vision do podglądu 5K HDR oraz konfrontacja z goglami Pimax i Bigscreen Beyond.(00:55:00) Wady: Ekrany LCD, krótki czas baterii i ładowanie Początek omówienia wad (Cons). Wykorzystanie paneli LCD ze słabą czernią i kontrastem, drastycznie krótki czas działania na baterii (45–60 min w trybie standalone, 1,5–3 godz. przy streamingu) oraz błąd powolnego ładowania z mocą 10W.(01:00:16) Wady: Wydajność standalone, czarno-białe passthrough i brak gier Narzut emulacji x86 na układzie Snapdragon 8 Gen 3, brak nowych gier od Valve (“pustka programowa”), domyślnie czarno-biały podgląd otoczenia oraz brak śledzenia dłoni na premierę.(01:04:46) Wady: Kultura pracy, audio, mikrofon i uszczelnienie Nagrzewanie obudowy i słyszalny hałas wentylatora, przepuszczanie światła przez fabryczną uszczelkę, wyciekanie dźwięku ze zintegowanych głośników, brak złącza minijack oraz mikrofon ustępujący Valve Indexowi.(01:11:16) Wady: Brak przesyłu po kablu i koszty akcesoriów Ograniczenie portu USB do standardu 2.0 (brak natywnego przesyłu obrazu PCVR po kablu), sterowanie kursorem ruchem głowy oraz konieczność dokupywania zestawów Comfort Kit (279 zł) czy wkładek korekcyjnych.(01:18:00) Podsumowanie, gwarancja i ocena opłacalności Ostateczny bilans opłacalności zakupu, target dla entuzjastów i modderów, gwarancja i prawo do zwrotu (14 dni w UE), kod promocyjny VOLAND na gry i akcesoria, pożegnanie. Konsumpcja:YouTube#1: https://www.youtube.com/@MKwadratPodcastYouTube#2: https://www.youtube.com/@streaMKwadratRSS: https://mkwadratpodcast.pl/feed/podcastSpotify: https://open.spotify.com/show/7e5OdT8bnLmvCahOfo4jNGiTunes: https://podcasts.apple.com/ca/podcast/mkwadrat-podcast/id1082742315twitch: https://www.twitch.tv/mkwadratpodcastMP3: https://mkwadratpodcast.pl/podcast/MKwadrat_specjalny_53.mp3Interakcja:WWW: https://mkwadratpodcast.pl/Forum: https://stareforumpoly.pl/Discord: https://discord.com/invite/PafByaf9DUFanpage: https://facebook.com/MkwadratPodcast/Grupa FB: https://www.facebook.com/groups/mkwadratpodcast/Twitter: https://twitter.com/mkwadratpodcastInstagram: https://www.instagram.com/mkwadratpodcast/Wsparcie:Patronite: https://patronite.pl/mkwadratpodcastSuppi: https://suppi.pl/mkwadratpodcast

PEGI 18
Agent 64, Spies Never Dies (Battle Pass N°26)

PEGI 18

Play Episode Listen Later Sep 16, 2026 136:38


Après s'être approprié l'esthétique 8, 16 et 32 bits les indés commencent maintenant à s'intéresser à la période où la Nintendo 64 tentait d'exister sur le marché des consoles. Si la machine aux graphismes flous de Big N proposa son lot de gros titres, Goldeneye 007 reste avec Zelda Ocarina of Time et Mario 64 l'un des jeux les plus cultes de la machine ainsi qu'un FPS de coeur pour un bon paquet de joueuses et de joueurs dont Replicant D6 développeur solo qui a décidé de lui rendre hommage.Agent 64, Spies Never Die est un projet qui a occupé le développeur pendant plus de 4 ans et il est disponible depuis 11 août 2026 sur Steam et nous avons décidé de vous proposer notre critique de la chose le tout accompagné d'une discussion sur les jeux qui l'ont inspiré.Bonne écoute !Bonne écoute !Suivez-nous sur- BlueSky : https://bit.ly/444tjbV- X : https://bit.ly/4jQ0CEpEcoutez-nous sur :- Acast : https://bit.ly/4jQ14CB- Apple Podcast : https://apple.co/4ktCw3d- Spotify : https://spoti.fi/3HrzXQJEchangez avec nous sur :- Notre Discord : https://bit.ly/4kBNC6p- Notre Communauté Steam : https://bit.ly/3FRxIFU Hébergé par Acast. Visitez acast.com/privacy pour plus d'informations.

Motley Fool Money
When the Government Becomes Your Co-investor

Motley Fool Money

Play Episode Listen Later Sep 15, 2026 28:34


The US government and governments all over the world have played some active role in the day to day decision making at businesses for years. What we haven't seen, though, is the US government take active equity stakes in businesses and so directly shape the capital allocation decisions. That has changed under the current administration and has profound impacts on how these business work. Matt, Lou, and Tyler break down the consequences of governments shaping business decisions as an equity investor. Plus, earnings from a Hidden Gems favorite and a listener question Have a question? Email us; podcasts@fool.com Tyler Crowe, Lou Whiteman, and Matt Frankel discuss: - Forgent Power solutions earnings and outlook - The administration's active role in business deals - Mailbag: How to deal with volatility Companies discussed: FPS, ELMT, MP, INTC, BA, EADSY Host: Tyler Crowe Guests: Lou Whiteman, Matt Frankel Engineer: Dan Boyd Disclosure: Advertisements are sponsored content and provided for informational purposes only. The Motley Fool and its affiliates (collectively, “TMF”) do not endorse, recommend, or verify the accuracy or completeness of the statements made within advertisements. TMF is not involved in the offer, sale, or solicitation of any securities advertised herein and makes no representations regarding the suitability, or risks associated with any investment opportunity presented. Investors should conduct their own due diligence and consult with legal, tax, and financial advisors before making any investment decisions. TMF assumes no responsibility for any losses or damages arising from this advertisement. We're committed to transparency: All personal opinions in advertisements from Fools are their own. The product advertised in this episode was loaned to TMF and was returned after a test period or the product advertised in this episode was purchased by TMF. Advertiser has paid for the sponsorship of this episode. Learn more about your ad choices. Visit ⁠⁠⁠⁠megaphone.fm/adchoices Learn more about your ad choices. Visit megaphone.fm/adchoices

The Scope
Wardogs is Already Causing Drama | Bodycam | ABI Patch | More FPS News

The Scope

Play Episode Listen Later Sep 15, 2026 91:52


Call of Duty | Wardogs | Modern Warfare 4 | Arena Breakout Infinite | Gray Zone Warfare More FPS News #podcast #gaming #fps Welcome to "The Scope," your ultimate FPS gaming podcast! Join us for the latest news, trends, and updates in the world of First Person Shooters. Whether you're a seasoned player or just starting out, our passionate hosts cover everything from new releases to gaming strategies. Dive into the action-packed universe of FPS games with us!Buffnerd GamingChannel: https://www.youtube.com/channel/UCUv67t-1w4i5NJhG3T1vtmgTwitter: https://twitter.com/BuffNerdGaming1BlueTheRobot: Channel: https://www.youtube.com/c/BlueTheRobotTwitter: https://twitter.com/bluetherobotCrash:Discord: https://discord.gg/4HZxRx3MkFTwitch: https://www.twitch.tv/crash8 Twitter: https://twitter.com/fps_crash

Federal Publications Seminars Podcasts
FPS Podcast #83 - NDC- A New Idea? Not Really.

Federal Publications Seminars Podcasts

Play Episode Listen Later Sep 14, 2026 13:12


Send us Fan MailIn this episode, I talk with long time FPS instructor and a Partner at the law firm Nixon Peabody, Cara Wulf about Non Traditional Defense Contractors.  As Ms. Wulf reminds me, the idea of NDCs have been around for a long time.  But, it was highlighted in the NDAA 26.   This is just one of the instances where the Trump Administration as well as the brass at DOW want more access to innovation and speed up the acquisition process.    

Friends Per Second
The Wolverine review debrief feat. Gene Park (Washington Post) and Mitch Saltzman (IGN) | FPS #104

Friends Per Second

Play Episode Listen Later Sep 13, 2026 165:55


One thing to pack, five ways to power! Get 10% Off @Ridge with code FRIENDS at https://www.Ridge.com/FRIENDS #ridgepod -- Try Factor at https://www.factormeals.com/fps50off with code fps50off to get 50% off your first box plus free breakfast item per box for 1 year while supplies last. Thanks to Factor for sponsoring FPS! -- Head to https://buyraycon.com/friends to get up to 20% off Raycon audio products this season. Thanks to Raycon for sponsoring FPS! -- Timestamps: 00:00 Intro 07:12 Wolverine Discussion Pt. 1 with Gene Park and Mitchell Saltzman 31:10 Ridge (ad) 34:19 Wolverine Discussion Pt. 1with Gene Park and Mitchell Saltzman 59:31 Factor (ad) 01:01:46 Kojima Breaks Up with Sony Discussion 01:12:06 Ocarina of Time Remake Reactions 01:21:03 Lucy and Jake have been playing The Blood of Dawnwalker 01:34:49 Interview with Konrad and Mateusz Tomaszkiewicz of Rebel Wolves 02:05:10 Raycon (ad) 02:07:28 Ralph's been playing Onimusha 02:14:46 Jake's been playing Halloween: The Game 02:19:47 Lucy's played some Valor Mortis 02:26:28 Everyone's been playing Big Walk 02:32:22 Jake's been playing An Eggstremely Hard Game 02:33:47 Ralph's been playing Gears of War E-Day and Metro 2039 02:39:15 Show and Tell 02:42:53 Wrap Up -- Listen to the Friends Per Second Podcast on your favourite podcast platform: https://linktr.ee/friendspersecond Follow on Instagram: https://www.instagram.com/friendspersecond -- Let's meet our hosts! - Jake Baldino (aka the Before You Buy Guy) is pretty much the most watched reviewer on YouTube across both Gameranx and his personal channel (https://www.youtube.com/c/JakeBaldino). If you're obsessed with Delorians, The Mummy and Pizza you can discuss that stuff with him directly over on Twitter: @JakeBaldino - Lucy James was a Senior Producer at Gamespot for more than a decade before striking out on her own, founding https://lookingfor.game/, a newsletter and games discovery platform that serves up cool suggestions (and demo codes) directly to your inbox. She also co-hosts the annual Summer Games Showcase alongside Geoff Keighly. - Skill Up used to work at McDonalds but he got fired for skimming too many chicken nuggets. He says he regrets it since he hasn't had a better job since. Learn more about your ad choices. Visit megaphone.fm/adchoices

Front Porch Swingers
Episode 417: Your Standards Changed? Good!

Front Porch Swingers

Play Episode Listen Later Sep 7, 2026 43:47


A date night had our heads reeling about the concept of "changed standards." And that relates perfectly to a message we received from listeners about how to tell long-term play partners that they are no longer interested after realizing their sexual preferences had changed. Hint: It's not always a bad thing... In fact, we discuss why it's likely a sign of growth! Ready to take your bedroom performance to a new level? Let's chat today at https://betterbedroombody.com Get 15% off your first order of Shivers gummies with code FPS at https://shivers.store Try Kasidie FREE for a whole month! Click on the Kasidie banner at https://frontporchswingers.com Get bonus content and support the show at https://patreon.com/frontporchswingers  

Gamertag Radio
Is DLSS 5 Worth the Hype? Hands-On Impressions with NBA 2K27!

Gamertag Radio

Play Episode Listen Later Sep 7, 2026 9:06


NVIDIA GeForce DLSS 5 is officially here, and NBA 2K27 is the first title to take advantage of it! Following early leaks and initial controversy surrounding how the tech works, I had the chance to get hands-on experience both at Gamescom and at home on my RTX 5090 rig.In this segment, sponsored by NVIDIA GeForce, I break down how developer Visual Concepts actually implemented DLSS 5 into NBA 2K27 using 3D guided neural rendering. Learn how targeted, asset-specific application transforms player details, arena lighting, and crowd realism—plus my real-world performance benchmarks at 4K Ultra settings!Key Highlights: Addressing the Controversy: How DLSS 5 works when properly implemented per asset by developers rather than as a blanket filter. Visual Improvements: Enhanced lighting, material detail, player models, and crowd realism in NBA 2K27. PC Performance: Hands-on impressions playing at 4K resolution, ultra settings, and ray tracing on an RTX 5090 running at 160–180 FPS. NVIDIA Suite: Combining 3D guided neural rendering, multi-frame generation, and Reflex low latency for smooth gameplay. Check out actual 4K gameplay on the YouTube channel to see DLSS 5 in action!

RFD Today
RFD Today September 02, 2026

RFD Today

Play Episode Listen Later Sep 2, 2026 53:01


Coverage from the 2026 Farm Progress Show in Boone, Iowa including conversations with ag broadcaster Max Armstrong, FPS show manager Matt Jungmann, Terry Johnston with Farm Rescue, and Jackson Baca with John Deere on the JD AI Assistant launch.  

Python Bytes
#494 Python Wrapture

Python Bytes

Play Episode Listen Later Sep 1, 2026 28:37 Transcription Available


Topics covered in this episode: OpenAI's Python SDK has migrated to HTTPX2 TMOG - Native Task Manager for macOS, Windows, and Linux wrapture - one wrapper for mocking, tracing, and observability linkedin2md: turn your LinkedIn export into 40+ Markdown files Extras Joke Watch on YouTube About the show Sponsored by us! Support our work through: Our courses at Talk Python Consulting from Six Feet Up Connect with the hosts Michael: Mastodon / BlueSky / X / LinkedIn Calvin: Mastodon / BlueSky / X / LinkedIn Show: Mastodon / BlueSky / X Join us on YouTube at pythonbytes.fm/live to be part of the audience. Usually Tuesday at 7am PT. Older video versions available there too. Finally, if you want an artisanal digest of every week of the show notes in email form? Add your name and email to our friends of the show list, we'll never share it. Calvin #1: OpenAI's Python SDK has migrated to HTTPX2 The OpenAI Python SDK has migrated to HTTPX2, the Pydantic-stewarded fork of httpx. Pydantic picked it up citing "limited activity recently" in the original project, promising "a reliably maintained path forward." If you just use the default client, nothing to do. No code changes. The catch is TLS. Quoting the guide: HTTPX "previously verified certificates against the CA bundle provided by certifi. HTTPX2 instead uses the operating-system trust store, and the SDK no longer installs certifi." That "can break certificate verification in minimal container images without system CA certificates, environments using corporate TLS-inspecting proxies, and deployments that relied on a custom or modified certifi bundle." The fix is SSL_CERT_FILE or SSL_CERT_DIR, or pass your own ssl.SSLContext via verify. Deeper integrations need real edits: custom clients, auth handlers, hooks, and request mocking all take HTTPX2 objects now, and plain httpx is no longer pulled in transitively. So import httpx in your own code means declaring it yourself or moving over. Temporary escape hatch: a legacy HTTPX client Michael #2: TMOG - Native Task Manager for macOS, Windows, and Linux A native, deeply instrumented system monitor for macOS, Windows, and Linux, now in public beta - from Plummers' Software, i.e. Dave Plummer, who wrote the original Windows Task Manager and donated it to Microsoft in 1995. Wikipedia Three real native apps: Swift/AppKit on macOS, Win32 on Windows, C++/Qt 6 on Linux, with a shared C++ core keeping metric semantics aligned - no browser shell anywhere. One dense summary: CPU, clocks, thermals, GPU, memory, storage, network, energy, and the processes responsible for the load, all click-through. Per-core honesty: logical processor and NUMA views, P and E cores color-coded, optional kernel time, 60 FPS live meters. Memory with context: pressure, wired, compressed, cached, committed, available, and swap, plus configurable scrolling history. Processes that act like processes: tree view, filtering, sorting, follow mode, and native verbs including service and launchd control. Phosphor themes: light, dark, green, amber, blue, or mono, with color and saturation you tune yourself. Calvin #3: wrapture - one wrapper for mocking, tracing, and observability Graham Dumpleton, author of wrapt and the original New Relic Python agent, has released wrapture. The name is wrapt plus capture. The core idea: wrap real code instead of replacing it, so the real code still runs while you watch every call. Name a method with wrapture.binding(Class, "method"), open a timeline(), and you get a tape of what actually happened. Real return values, real nesting, arguments normalised against real signatures. tape.tree() prints the call graph as it ran. One mechanism, three jobs: monkey patching with a real lifecycle (apply, remove, suspend, plus returns, raises, transforms_args), unit testing that asserts on real call flow instead of a flat MagicMock call list, and ad-hoc tracing of a running app. The testing pitch is error paths. Inject TimeoutError at the payment gateway, then assert the ledger was never written. Stubs and mocks are strict and spec-required, and there is deliberately no bare Mock(). Tracing needs no code at all. A wrapture.toml naming targets and a sink, run with python -m wrapture main.py, and you get a live call tree with timings. It captures ordinary logging calls as nested events, and with the otel extra it exports spans, metrics and correlated logs with W3C trace ids that join across services. Every line of code and docs was AI-written under their direction, and they say so up front. Two weeks from first commit, eleventh alpha, over 1000 tests, 150+ pages of docs. Alpha on PyPI, needs Python 3.12+ and wrapt 2.4.0+. Michael #4: linkedin2md: turn your LinkedIn export into 40+ Markdown files Via Juan Manuel Daza - a Python CLI that unpacks LinkedIn's data-export ZIP into clean, per-category Markdown you can drop straight into an LLM. One command: linkedin2md Complete_LinkedInDataExport.zip, plus o for output dir, -lang en|es, and -pdf. 40+ output files: profile, experience, education, skills, connections, posts, comments, reactions, recommendations, endorsements, job applications, even ad targeting and LinkedIn's inferences about you. Built for LLM analysis: the README pitches NotebookLM, Claude Projects, Obsidian, and Ollama, with example prompts like "what patterns do you see in my career transitions?" PDF resume mode: -pdf renders an A4 CV via weasyprint, and degrades gracefully to Markdown-only if it isn't installed. Dependency note: "pure Python / zero-dep" holds for the Markdown path only - the PDF path needs weasyprint and markdown installed. Install: pipx install linkedin2md recommended, pip in a venv otherwise - 86% Python, 10 releases, v0.3.1 in May. Agentic dev angle: repo ships opencode config and an N3RV subagent pipeline, including a "judgment day" dual-model adversarial PR review. Extras Calvin: EVE Online Migrates to Python 3 Michael: Dinkus by Will McGugan Joke: Tao of Programming: Book 5 Maintenance

The Dropshot - A Call of Duty Podcast
Episode 602: The MW4 Beta Broke Us — We're Done With Call of Duty

The Dropshot - A Call of Duty Podcast

Play Episode Listen Later Aug 31, 2026 136:55


We played the Modern Warfare 4 beta this weekend — including Warzone and the new Zodiac Resurgence map — and it took about fifteen minutes to know it was over. Not "this year is mid" over. Over over. This is the episode where a podcast that ran on Call of Duty for 600+ episodes says out loud that it's done. Raz makes the case that nothing else in an FPS matters if you can't see or hear the enemy, and everything else — weapon levels, perks, pipe climbing, the spawns everyone's arguing about on X — is fixing a leaky bathtub while the house burns down. Jake breaks down why CoD only takes from him now, why the lobbies are nothing but sweat, and the exact point where min-maxing your controller, your router and your ZIP code stopped being worth it. Also in this one: the Zodiac verdict (better than Area 99, roughly Haven's Hollow), the weekend 2 nerf pass, the 60% negative Steam reviews, why Warzone was in the beta at all, and a DMZ 2 prediction we're standing behind. Then a palate cleanser — Star Wars Zero Company, permadeath, and a first playthrough Raz completely ruined — plus a brutal Tarkov week, the Tarkov roadmap, GTA 6's Netflix look, and WARDOGS. Jake wanted it to be good. Raz stopped wanting that years ago. This time they agree. 0:00 - Intro 1:10 - New patrons and the latest bonus episodes 3:26 - Our first patron Discord hangout (and Death by AI) 6:10 - "The MW4 Beta Broke Us" 6:22 - How fast did we know? 9:25 - "If I can't see the guy, nothing else matters" 10:17 - The raging inferno analogy 14:55 - "Call of Duty is dead" 15:10 - Jake: CoD only takes from me now 20:49 - Everyone is min-maxing (and moving for zero ping) 23:26 - SBMM, the missing casuals, and sweat-only lobbies 26:03 - Splitgate Reloaded and the death of 6v6 arcade shooters 27:40 - Warzone: the audio, the visibility, the haze 30:12 - Rolling the dice on what bullshit you get this year 31:28 - Bring back Caldera — at least it was different 37:28 - The first thing that felt wrong: audio 37:54 - Weekend 2's nerf pass: Tac Sprint, slides, TTK 40:44 - 60% negative Steam reviews and the player drop 41:52 - The Zodiac verdict vs. Area 99 and Haven's Hollow 42:50 - Why was Warzone in the beta at all? 47:16 - No custom loadouts, and the guns aren't fun to shoot 49:07 - "Activision devs do not play their own game" 50:18 - The one dev we ever ran into in Warzone 53:34 - The Quick Fix perk they "fixed" twice 57:07 - "Where does that put us? I give you Zodiac" 59:12 - Skipping a year, or actually done? 1:04:14 - What it would take to get us back 1:07:00 - Call of Duty is your old restaurant job 1:08:08 - "I want everyone that works there to suffer" 1:09:00 - It's a leadership problem — fire Infinity Ward 1:13:02 - Prediction: MW4 three months after launch 1:16:06 - The DMZ 2 prediction 1:24:17 - Palate cleanser: Star Wars Zero Company 1:32:45 - Permadeath, injuries, and squad bonds 1:34:36 - "This playthrough is fucked" 1:36:57 - Is it the Star Wars or the game underneath? 1:37:51 - Reviews, performance, and is it worth $50 1:38:50 - Eight classes, Overwatch combos, and base upgrades 1:44:46 - It should have been co-op 1:45:49 - Tarkov: best raid of the week 1:46:41 - The Customs transit raid that actually worked 1:50:02 - Worst raid: baited in the Reserve bunker 1:53:04 - The KS-23 rat that bled us out 1:54:39 - Camped at D2 twice in a row 1:59:49 - The bathroom extract death 2:02:34 - Why this wipe feels so much harder 2:05:18 - Tarkov roadmap: ranked, revives, simplified GPS 2:08:24 - GTA 6's Netflix extended look 2:10:31 - WARDOGS extraction and PvE prototypes 2:11:00 - Wrap-up _Note: timestamps may be slightly misaligned on podcast apps (but not on YouTube) due to dynamic ads._ The podcast is available wherever you listen to podcasts, and ad-free & early access versions - as well as bonus episodes - are available to all of our Patreon (https://www.patreon.com/thedropshot) supporters. We stream the podcast live on our YouTube (https://www.youtube.com/c/thedropshotpodcast) every Saturday morning at ~9 o'clock Pacific Time. We typically start the stream 30 minutes early to answer viewer questions, banter, and chat. Links for everything are below. Thanks for checking us out!

Front Porch Swingers
Episode 416: If We Had a Time Machine...

Front Porch Swingers

Play Episode Listen Later Aug 31, 2026 43:03


We discuss what we would change about our lifestyle journey if we had a time machine and could go back 8 1/2 years... Spoiler alert, we have very different answers! Plus, a deep dive into what lifestyle friendships ACTUALLY mean to us now.  Schedule your free consultative call with us at https://betterbedroombody.com Support the show and receive bonus episodes of FPS at https://patreon.com/frontporchswingers Get 10% off your first Promescent order at https://promescent.com/fps Try Kasidie FREE for a month! Click on the Kasidie banner at https://frontporchswingers.com  

Friends Per Second
Let's talk about GTA 6 (and The Witcher 3: Songs of the Past) | Friends Per Second #103

Friends Per Second

Play Episode Listen Later Aug 30, 2026 117:14


Try Factor at https://www.factormeals.com/fps50off with code fps50off to get 50% off your first box plus free breakfast for 1 year. Thanks to Factor for sponsoring FPS! -- Timestamps: 00:00 Intro 9:10 GTA 6 Extended Look Discussion 26:14 Factor (ad) 28:35 Lucy's seen The Witcher 3: Songs of the Past 40:27 Ralph's played Marvel's Wolverine 48:06 Jake's been playing Metal Gear Solid Master Collection 2 59:14 Jake and Ralph have been playing Star Wars: Zero Company 01:14:42 Lucy's played Stranger Than Heaven and Persona 4 Revival 01:23:58 Ralph's been playing Elden Ring: Tarnished Edition 01:32:57 Jake and Ralph have been playing Hyperdrop 01:38:12 Lucy's been playing Blood Dungeon 01:42:02 Show and Tell 01:54:07 Wrap Up -- Listen to the Friends Per Second Podcast on your favourite podcast platform: https://linktr.ee/friendspersecond Follow on Instagram: https://www.instagram.com/friendspersecond -- Let's meet our hosts! - Jake Baldino (aka the Before You Buy Guy) is pretty much the most watched reviewer on YouTube across both Gameranx and his personal channel (https://www.youtube.com/c/JakeBaldino). If you're obsessed with Delorians, The Mummy and Pizza you can discuss that stuff with him directly over on Twitter: @JakeBaldino - Lucy James was a Senior Producer at Gamespot for more than a decade before striking out on her own, founding https://lookingfor.game/, a newsletter and games discovery platform that serves up cool suggestions (and demo codes) directly to your inbox. She also co-hosts the annual Summer Games Showcase alongside Geoff Keighly. - Skill Up used to work at McDonalds but he got fired for skimming too many chicken nuggets. He says he regrets it since he hasn't had a better job since. Learn more about your ad choices. Visit megaphone.fm/adchoices

DroppedFrames
Dropped Frames Episode 478

DroppedFrames

Play Episode Listen Later Aug 30, 2026 173:07


We're joined by WARDOGS Game Directors: Howard Philpott & Mark "phantasy' Pinney this week to talk about filling a much needed niche in the FPS genre, why early access and plenty of viewer questions! Afterwards we chat about the awkwardness that is DLSS5, the GTA6 reveal that broke the internet, and a Witcher 3 remaster in the middle of a massive ton of game releases. Then our time with the new STALKER 2 update, Star Wars Zero Company and more! 00:00:00 - Intro00:01:00 - Can't handle all of these games00:02:40 - Wardogs devs join us00:04:50 - Why early access?00:09:40 - First convention00:17:00 - Graphical advantages00:20:50 - Vehicle control options00:33:00 - Comparisons to Planetside00:43:40 - Private servers00:57:30 - Progression systems01:33:20 - Global players01:39:50 - What have the Wardogs devs been playing?01:50:30 - Announcements at FPS Game Show01:52:30 - The DLSS5 issue01:57:40 - GTA602:11:15 - The Witcher 3 Remaster02:16:40 - STALKER 202:20:00 - Star Wars Zero Company02:44:15 - Wolcen 202:49:10 - Path of Exile 2 - Swords/release date02:51:10 - ShoutoutsSee omnystudio.com/listener for privacy information.

Xbox Expansion Pass
GTA VI Gameplay Is Massive, Xbox Project Helix Takes Shape

Xbox Expansion Pass

Play Episode Listen Later Aug 30, 2026 115:26


Rockstar's Grand Theft Auto VI gameplay reveal shows the enormous scale of Leonida, including reports of an 80-hour playthrough and a map roughly three times the playable size of Red Dead Redemption 2. We also debate GTA VI's potential 30 FPS target and whether Rockstar gets more leeway than other developers. Microsoft's next generation comes into focus as Xbox details its new disc-to-digital entitlement program and Project Helix is described as a “family of devices.” We break down what that could mean for physical games, Xbox Play Anywhere, future consoles, the $899 Xbox Series X25, the ROG Xbox Ally X20, and rapidly rising gaming hardware prices. Plus: The Witcher 3 Remastered and Songs of the Past, what Bethesda needs to change for The Elder Scrolls VI, Marvel's Iron Man gameplay leak, Aliens: Fireteam Elite 2 impressions, and more from Gamescom 2026. CHAPTERS 00:00 Introduction 11:44 Aliens: Fireteam Elite 2 Impressions 20:56 The Games Getting Buried This Fall 28:41 GTA VI Gameplay Is Finally Here 37:08 Does GTA VI Need 60 FPS? 50:23 What Does Elder Scrolls VI Need to Change? 52:30 The Witcher 3 Returns Again 1:05:56 Xbox's Disc-to-Digital Future 1:09:30 Xbox Series X25 & New Hardware 1:19:30 Project Helix: A “Family of Devices” 1:27:24 Marvel's Iron Man Gameplay Leaks 1:37:30 Gaming Hardware Is Getting Too Expensive

The Scope
Gray Zone, Wardogs, Modern Warfare 4... Oh my! | More FPS News

The Scope

Play Episode Listen Later Aug 29, 2026 84:06


Call of Duty | Wardogs | Modern Warfare 4 | Arena Breakout Infinite | Gray Zone Warfare More FPS News #podcast #gaming #fps Welcome to "The Scope," your ultimate FPS gaming podcast! Join us for the latest news, trends, and updates in the world of First Person Shooters. Whether you're a seasoned player or just starting out, our passionate hosts cover everything from new releases to gaming strategies. Dive into the action-packed universe of FPS games with us!Buffnerd GamingChannel: https://www.youtube.com/channel/UCUv67t-1w4i5NJhG3T1vtmgTwitter: https://twitter.com/BuffNerdGaming1BlueTheRobot: Channel: https://www.youtube.com/c/BlueTheRobotTwitter: https://twitter.com/bluetherobotCrash:Discord: https://discord.gg/4HZxRx3MkFTwitch: https://www.twitch.tv/crash8 Twitter: https://twitter.com/fps_crash

Nintendo Dads Podcast
#594: No Treble

Nintendo Dads Podcast

Play Episode Listen Later Aug 28, 2026 106:15


On this week's episode of the Nintendo Dads Podcast: News ● New Nintendo Switch 2 bundles announced ● LEGO Super Mario sets have officially been revealed ● Other Nintendo updates from Gamescom ● Playdate Passing Tariff Refunds to Customers ● 2K Games confirmed NBA 2K27 will play at 60 FPS in Performance Mode on Nintendo Switch 2 ● Game Releases/Updates Let's Discuss ● Last week's Controller Discussion sparked an idea from Jiggy Collector ● This past week, we lost a few celebrities that hit a little close to home Games we've been playing ● The Duskbloods Network Test ● ReStory: Chill Electronics Repairs ● Heroes of Might and Magic III: Remake ● Super Mario Sunshine ● Mega Man 7 ● LEGO Build Update Check out our website at http://nintendodads.org for our latest videos, episodes, tweets, and social media links. Apple Podcasts feed: https://podcasts.apple.com/us/podcast/nintendo-dads-podcast/id950582320?mt=2 YouTube Music feed: https://music.youtube.com/playlist?list=PLyID_QWdPfjM17EE3cg8Pin30jHkLqWKr Spotify feed: https://open.spotify.com/show/3SACicqRHT2yxC9mlUP9PL Become a patron and help us improve the show! https://www.patreon.com/NintendoDads Learn more about your ad choices. Visit megaphone.fm/adchoices

Gamertag Radio
NVIDIA Gamescom 2026 Announcements: DLSS 4.5, Ray Reconstruction & RTX Spark Laptops

Gamertag Radio

Play Episode Listen Later Aug 25, 2026 12:23


Danny Peña and Parris Lilly break down all the major announcements from NVIDIA's GeForce event at Gamescom! From the rollout of DLSS 4.5 Ray Reconstruction to the new RTX Spark laptops and GeForce NOW upgrades, here is everything you need to know about the future of PC gaming graphics.(Sponsored segment by NVIDIA GeForce)In this episode, we cover: DLSS 4.5 & Ray Reconstruction: Upgrades to lighting, image quality, and AI denoiser performance powered by NVIDIA's 2nd generation transformer model. Supported Titles: First look at DLSS 4.5 implementation in 007 First Light, Control Resonate, Cyberpunk 2077, and Pragmata. RTX 50 Series Specs: Dynamic multi-frame generation and hardware-level performance features. RTX Spark Laptops: Next-gen portable gaming performance offering 1440p at 100+ FPS. RTX Remix & Mods: Community projects getting DLSS 4.5 upgrades, including Painkiller RTX and Morrowind RTX. NVIDIA ACE & Cloud Gaming: AI-powered teammates via NVIDIA ACE and new GeForce NOW features, including Steam Machine support. Connect with us: Danny Peña Parris Lilly Pete Toledo Riana Manuel-Peña Send us questions - fanmail@gamertagradio.com | Speakpipe.com/gamertagradio or 786-273-7GTR. Join our Discord - https://discord.gg/gtr chat with other GTR community member.

The Dropshot - A Call of Duty Podcast
Episode 601: WARDOGS Beta vs Modern Warfare 4 Beta — We Played Both

The Dropshot - A Call of Duty Podcast

Play Episode Listen Later Aug 24, 2026 108:39


Two shooter betas dropped on the same weekend, so we played both and came back with very different verdicts. WARDOGS is Bulkhead's 100-player, three-team tactical shooter with a real money economy — you buy your loadout every respawn, you lose money when you die, and it turns out that changes how a match actually feels. Modern Warfare 4 finally dumps omnimovement, removes bloom from hipfire, and put a campaign mission in the beta for the first time ever. We get into the WARDOGS recon grind and the 5.56 break-action "sniper" that shouldn't exist, the money system and whether it creates real gear fear, three-team fights and whether they actually matter, spawn vehicles as an infinite money glitch, base building and anti-air, and why there is never — not once, not ever — an unoccupied tower. On the CoD side: how the movement feels without omnimovement, no-bloom hipfire on keyboard and mouse, opening-night demon lobbies, whether Warzone and DMZ2 have a chance, and the annual spawns discourse that needs to die. Jake played both. Raz refused to pre-order. Somehow they still ended up disagreeing. 0:00 - Intro 2:26 - How to even get into these betas 2:50 - "I'm not pre-ordering this pile of shit game" 3:23 - Patreon, the FPS lore bonus episode, and the patron hangout 6:09 - Gut check: which beta did we keep loading back into? 6:39 - Jake played the MW4 campaign mission first thing in the morning 8:10 - Opening night of the CoD beta was as sweaty as it gets 11:09 - The WARDOGS recon grind is making the game worse 12:22 - The 5.56 break-action "sniper" that should not exist 13:31 - Two gripes: no free look, and you can't reload while sprinting 15:10 - Recon 10, the Mosin, and a $50,000 unlock 16:41 - There's loot on top of the towers — finding an SV-98 17:44 - What surprised us 18:43 - MW4 movement with no omnimovement 21:48 - So what's actually new in MW4? Pipes and underhand grenades 23:21 - Keyboard and mouse, and the no-bloom hipfire 25:26 - Did we quit a session annoyed? Demon lobbies on day one 26:36 - Ground War and looser SBMM next weekend 27:21 - "The MW4 beta had more concurrent players than BO7's peak" 28:20 - Spawn vehicles and the infinite money glitch 30:25 - Learning to fly the helicopter (badly) 32:19 - Chopper runs are the easiest money in the game 33:50 - Base building, FOBs and anti-air 35:26 - Best moment of the weekend: spawn camping a Lone Star vehicle 36:36 - Pro tip: pack a second optic and hot swap 37:58 - Claymores and tower loot 38:53 - Class leveling and why the grind is a good thing 40:06 - Tanks, attack helicopters, and getting strafed off a roof 43:56 - Do three teams actually change anything? 47:36 - The money system: did it change how you played? 52:01 - Gear fear — "I'm here to PvP" 53:59 - We want there to be consequences to dying 56:06 - Bandages, revives, and running out of resources 58:38 - The crane fight and the parachute escape 1:01:31 - There is never an unoccupied tower 1:03:04 - Shotguns, SMGs, and the two-primary backpack build 1:05:42 - Could a kit ever get too expensive to fight over? 1:09:00 - Armor, AP rounds, and no hit markers 1:10:27 - The SKS chamber bug 1:11:46 - Tac sprint in WARDOGS is driving us insane 1:13:41 - Proning while ADS, and other small friction 1:14:42 - People who refuse to learn a new game 1:19:07 - Who is WARDOGS actually for? 1:21:20 - You can't win if everyone's Bob the Builder 1:22:28 - The one type of player this game won't work for 1:24:39 - Give it a real try before you refund it 1:26:53 - Hesco barriers and why building matters 1:27:18 - MW4 first impressions: movement and gunplay 1:28:38 - The annual spawns discourse needs to stop 1:33:36 - Warzone and DMZ2: the fundamentals are finally sound 1:34:29 - "Will they be good? No" — the prediction 1:35:42 - "It just looks like MW2" is a lazy take 1:37:35 - We are done talking about graphics 1:40:44 - What we're testing next weekend 1:41:10 - Should you buy WARDOGS? And the refund loophole 1:42:11 - Patreon, the hangout, and outro _Note: timestamps may be slightly misaligned on podcast apps (but not on YouTube) due to dynamic ads._ The podcast is available wherever you listen to podcasts, and ad-free & early access versions - as well as bonus episodes - are available to all of our Patreon (https://www.patreon.com/thedropshot) supporters. We stream the podcast live on our YouTube (https://www.youtube.com/c/thedropshotpodcast) every Saturday morning at ~9 o'clock Pacific Time. We typically start the stream 30 minutes early to answer viewer questions, banter, and chat. Links for everything are below. Thanks for checking us out!

Front Porch Swingers
Episode 415: You Can Love Them AND Ask for More

Front Porch Swingers

Play Episode Listen Later Aug 24, 2026 45:38


We've all seen it in the lifestyle: The dreaded "steering wheel couple," where one half is SIGNIFICANTLY better put together than the other. And it has us wondering: Don't these people want more from their partners? We share intimately times when we didn't feel comfortable holding each other to a higher standard in our relationship, and the toll it took... Let's book a call to talk about your health and wellness goals today! https://betterbedroombody.com Get 15% off Shivers gummies with code FPS at https://shivers.store Get 10% off Promescent's Delay Spray and their other amazing bedroom products at https://promescent.com/fps Support the show and receive bonus episodes on video! https://patreon.com/frontporchswingers  

Trophy Talk Podcast
Surviving the Horror - Episode 28: Total Chaos

Trophy Talk Podcast

Play Episode Listen Later Aug 23, 2026 148:38


In this episode, we dive into Total Chaos, a psychological-horror FPS from Trigger Happy Interactive and Apogee Entertainment. Originally a Doom II total-conversion mod, Total Chaos evolved into a full standalone game set on the sunny island of Fort Oasis. Many of the mechanics in this game are unique and are not expressed to this extent in many other survival horror games. Theres a decent crafting mechanic and a lot of different meters to manage to keep our main character Tyler happy and healthy on this island. We will break down the journey through Fort Oasis chapter by chapter and discuss major enemies, locations, NPCs. story beats and dig into the game's symbolism and lore as best as we can. Theres a lot of fun to be had in this underrated indie-horror, come listen and join us on the beaches of Fort Oasis.

Fin Du Game
Episode 171 - SUPERHOT

Fin Du Game

Play Episode Listen Later Aug 21, 2026 70:50


"SUPERHOT est le FPS le plus innovant auquel j'ai joué ces dernières années !" Voilà le crédo que la SUPERHOT Team aimerait qu'on crie sur les toits après avoir terminé leur jeu. Et il faut l'avouer, il a des qualités : un concept béton, une DA minimaliste et marquante, de bonnes idées de level design... Mais on se heurte assez rapidement à ses limites et sa narration un poil envahissante.Merci à nos patreotes qui financent l'émission sur https://www.patreon.com/findugameRejoignez le club de lecture sur Discord : https://discord.gg/YTGbSkNSi vous réalisez un achat sur Top Achat, vous pouvez entrer le code créateur FINDUGAME pour soutenir l'émission. Hébergé par Acast. Visitez acast.com/privacy pour plus d'informations.

Front Porch Swingers
Episode 414: A Mixed Bag in Atlanta

Front Porch Swingers

Play Episode Listen Later Aug 17, 2026 44:55


We took Better Bedroom Body to a hotel takeover in Atlanta recently. The experience was WILDLY successful for us from a professional perspective, but personally, we were left asking one important question: "Isn't there more to this?" We explain that, plus share some highlights from our Atlanta trip! Ready to get started on your Better Bedroom journey? Let's set up a call today! https://betterbedroombody.com Get 10% off your first Promescent order at https://promescent.com/fps Get 15% off your first order of Shivers gummies with code FPS at https://shivers.store Join us for our monthly hotwife event here in Las Vegas! https://members.frontporchswingers.com Try Kasidie FREE for a month! Click on the Kasidie banner at https://frontporchswingers.com  

Friends Per Second
The biggest games of the year are about to release (and we played a bunch of them) | FPS Ep #102

Friends Per Second

Play Episode Listen Later Aug 16, 2026 144:45


The Scope
Wardogs Hype is Real, Gray Zone Hire, and More FPS News

The Scope

Play Episode Listen Later Aug 13, 2026 69:57


Call of Duty | Wardogs | Modern Warfare 4 | Arena Breakout Infinite | Gray Zone Warfare More FPS News #podcast #gaming #fps Welcome to "The Scope," your ultimate FPS gaming podcast! Join us for the latest news, trends, and updates in the world of First Person Shooters. Whether you're a seasoned player or just starting out, our passionate hosts cover everything from new releases to gaming strategies. Dive into the action-packed universe of FPS games with us!Buffnerd GamingChannel: https://www.youtube.com/channel/UCUv67t-1w4i5NJhG3T1vtmgTwitter: https://twitter.com/BuffNerdGaming1BlueTheRobot: Channel: https://www.youtube.com/c/BlueTheRobotTwitter: https://twitter.com/bluetherobotCrash:Discord: https://discord.gg/4HZxRx3MkFTwitch: https://www.twitch.tv/crash8 Twitter: https://twitter.com/fps_crash

Front Porch Swingers
Episode 413: Get That Skin Lobbed Off!

Front Porch Swingers

Play Episode Listen Later Aug 10, 2026 43:44


A recent consultation with a plastic surgeon has led to some very interesting conversations between the two of us about "vanity" in the lifestyle, and when it makes sense to "fix" something you don't like about yourself. Plus, are you curious which surgery Brenna is looking into next? Chat with us about your own health and wellness goals with a free consultation call at https://betterbedroombody.com Get 15% off your first order of Shivers Gummies with code FPS at https://shivers.store Try Kasidie FREE for 30 days! Click on the Kasidie banner at https://frontporchswingers.com Check out our bonus episodes and support the show at https://patreon.com/frontporchswingers Join us for our monthly Vegas hotwife night! Info at https://members.frontporchswingers.com    

Voices of VR Podcast – Designing for Virtual Reality
#1752: Blending Embodied Game & Narrative Genres with “One True Path, Part 1”

Voices of VR Podcast – Designing for Virtual Reality

Play Episode Listen Later Aug 10, 2026 43:16


I interviewed Richard Turco about One True Path, Part 1 on Tuesday, September 2, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for One True Path, Part 1: "The viewer can travel through three fantastical worlds from author Jack Stevenson's oldschool Fiendish Fates gamebook series, each featuring different themes and gameplay. With a magical sword in hand, the viewer can make their way through the necromantic Army of Evil, led by the demonic Grey Knight. In Butchers of Orion, they can use mind-powers and body-hopping abilities to escape the slaughterhouse spaceship of the lifesucking Lady Oriana. Moreover, it is possible to blast the corrupt guards of Sheriff Cassidy's wasteland penitentiary with shock-hand and trusty cyber-shooter in Prisoner of the Cyberhounds. Exploiting interdimensional portals to cross between place, time, and gameplay styles, the viewer discovers clues, secrets, and personal notes to decipher the story behind the books and the true meaning of their journey through Jack's fictional worlds." Here are the contextual domains that are explored: Adventure into speculative literary worlds [9] of a variety of different genres in order to investigate and solve [9] a mystery [12] of why the author was killed [8] as he created these worlds Here is the Elemental Center of Gravity: 1st Center of Gravity of Fire Element / Active Presence: Gameplay Modalities in Different Genres - Mashing those up, uses the waypoint locomotion as a constraint. The most game-like exploration of different actions that are also mirroed in the worldbuilding and story that's being told2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Embodied Actions that change depending upon the genre of game/literature being explored. These genres are blended in the culmination. There's also the spatial context of the builetin board that helps spatially track where you are in the story.3rd Center of Gravity of Water Element / Emotional Presence: Context of a Mystery. But there's a murder that's happened within the base reality of this world, but then you go off onto these various speculative worlds based upon these different genres of interactive books. This overall experience is just the pilot, and so we don't get to see the full arc of the story. So it's sort of like watching the first episode of a longer series, which leaves it in a bit of a cliffhanger type of situation in terms of fully solving the murder mystery.4th Center of Gravity of Air Element / Mental and Social Presence: Very specific inspiration from literature, so it's an adaptation of sorts. There's cut scene contextualization at the beginning and end of each core gameplay loop cycle where you get a bit more dialogue. But it's mostly a sort of puzzle like game, and so with the constrained locomotion, it puts more of an emphasis on strategy of teleportation movement rather than the brue force nature of FPS shooters. Archetypal Themes and Character Explored: Exploration, Adventure, Gameplay, Solve mystery Artist Statement: "It's a difficult moment for narrative driven VR games and the game industry in general. Despite this, we wanted to push the boundaries of storytelling and develop an ambitious universe, at a time where we don't see lots of innovation in the VR market, especially on the narrative side. We've been developing this first part of the game for several months, with most of the final features included, and decided to release it on early access. Our character Jack has more cards in his sleeve and there will be many more secrets (and even worlds!) to discover. We consider it as a “pilot”, a first part to what will hopefully — with players' help — become the complete narrative experience we've imagined." https://www.youtube.com/watch?v=E2U8p6mEwmI This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality

Friends Per Second
After Halo Campaign Evolved, do we want/need a Halo 2 Remaster? | FPS Ep #101

Friends Per Second

Play Episode Listen Later Aug 2, 2026 109:36


Head to https://buyraycon.com/friendsOPEN to get up to 20% off Raycon audio products. Thanks to Raycon for sponsoring FPS! -- Timestamps: 00:00 Intro 07:22 Ralph and Jake have been playing Halo Campaign Evolved 45:17 Raycon (ad) 48:38 Lucy's been playing Silent Hill: Townfall 01:04:26 Ralph's been playing Splatoon Raiders 01:14:57 Jake's been playing Rhythm Heaven Groove 01:16:58 User Question 01:31:10 Lucy's been playing Clicky Islands, The House Dreams Along With Them, and The Incident at Galley House 01:36:43 Show and Tell 01:47:25 Wrap Up -- Listen to the Friends Per Second Podcast on your favourite podcast platform: https://linktr.ee/friendspersecond Follow on Instagram: https://www.instagram.com/friendspersecond -- Let's meet our hosts! - Jake Baldino (aka the Before You Buy Guy) is pretty much the most watched reviewer on YouTube across both Gameranx and his personal channel (https://www.youtube.com/c/JakeBaldino). If you're obsessed with Delorians, The Mummy and Pizza you can discuss that stuff with him directly over on Twitter: @JakeBaldino - Lucy James was a Senior Producer at Gamespot for more than a decade before striking out on her own, founding https://lookingfor.game/, a newsletter and games discovery platform that serves up cool suggestions (and demo codes) directly to your inbox. She also co-hosts the annual Summer Games Showcase alongside Geoff Keighly. - Skill Up used to work at McDonalds but he got fired for skimming too many chicken nuggets. He says he regrets it since he hasn't had a better job since. Learn more about your ad choices. Visit megaphone.fm/adchoices

Firearms Radio Network (All Shows)
Live Fire Media Show 58 – Horror & Undead Preparedness

Firearms Radio Network (All Shows)

Play Episode Listen Later Jul 29, 2026


In this episode we discuss the late Sam Neill and some of our favorites—Event Horizon, In the Mouth of Madness, Dead Calm, and Tales from the Crypt: Demon Knight (yeah we know its not a Sam Neill, but you will get it)—before jumping into Falling Skies (fun show, but the gun handling and mixed-mag squads leave something to be desired) and the eternal “still good to some, trash to others” debate around The Walking Dead. We also check out Undead Chronicles, the zombie FPS with slow-moving undead that's currently soliciting feedback on its latest visuals. More B&T GHM9 (Hunter loves it when I bring this up), B&T FRT is installed runs well! I received in some bullets, 147-grain 9mm and 158-grain .38 Special ammo. Just gearing up to load more subsonic ammo. With vacation approaching we talk defense/escape gun choices and the eternal struggle of wanting to shoot at the beach… only to settle for dry-fire practice. Where to find us: Livefire-media.com Rangehot.com Social Links: IG - @livefirem - @rangehot.com_offical X - @LiveFireM - @rangehotdotcom FB - Live Fire Media - Range Hot Live Fire Media on RSS.com

The Dropshot - A Call of Duty Podcast
Episode 597: WARDOGS Looks Incredible... Then They Got Banned On Twitch

The Dropshot - A Call of Duty Podcast

Play Episode Listen Later Jul 27, 2026 105:32


WARDOGS ran its first ever gameplay livestream this week and it went about as well as you'd expect from a studio full of guys in their late twenties: the alpha codes were a QR-code disaster, the stream started two hours late, and it ended with a Twitch ban for throwing a sex toy across the room. And yet — the actual gameplay looked incredible. We break down everything we saw: the enormous map, the three-team control zone loop, the destructible environments, the buy menu, and why Bulkhead's 60 FPS performance floor and "gamers first, devs second" attitude has us more hyped for this game than anything else on the calendar. Plus: is a monthly subscription for better servers and anti-cheat a genuinely good idea or the start of a slippery slope? Then it's Hell Let Loose: Vietnam, which just opened its first free crossplay playtest on the new Đắk Tô Airfield map — the performance is fixed, the hit reg is fixed, and the map is a massive upgrade over that awful jungle one. And Battlefield 6 Season 4 finally brought naval warfare, Tsuru Reef, and a Top Gun crossover that people are somehow mad about. We close with what we've actually been playing — Overwatch ranked, Stellaris Nomads, a lot of Tarkov, and one MMO Raz will absolutely keep playing despite telling you not to touch it. Jake's out here getting one-tapped in Tarkov. Raz is defending a game he just called a pile of dog shit. Business as usual. 0:00 - Intro 1:40 - Patreon + Welcome To The New Gold Patrons 3:21 - Patreon Hangouts Are Back In August 4:40 - WARDOGS Ran Its First Gameplay Livestream 5:42 - QR Code Chaos, A Flying Dildo, And A Twitch Ban 6:52 - The Gameplay Though? Actually Incredible 10:56 - This Map Might Be Too Big 13:37 - Why A Huge Map Makes Your Life Matter 15:24 - The Buy Menu vs. Tarkov's Nightmare Menu 16:14 - WARDOGS Isn't Really A New Genre 18:38 - Flight Of The Valkyries In A Helicopter 19:35 - Three Teams, Base Building, And What We Didn't See 21:46 - The Devs Are Just A Bunch Of Bros (And That's Good) 23:58 - Shock Collars And Shots At Hasan 25:27 - The Performance Dev Vlog: 60 FPS Is The Floor 29:44 - Gamers First, Devs Second 30:39 - 650,000 Wishlists vs. 5,000 Expected Players 36:28 - Joe Brammer's Monthly Subscription Idea 41:39 - What Will WARDOGS Actually Cost? 46:55 - Reddit Hates The Subscription Idea 49:44 - BF6 Isn't Unpopular Because Of Microtransactions 53:17 - The Alpha Isn't Until August 7th And That's Annoying 56:50 - Hell Let Loose: Vietnam Got Pushed Back 58:08 - Dak To Airfield First Impressions 1:00:08 - Napalm Strikes And Viet Cong Tunnels 1:01:57 - Why The First Beta Was A Disaster 1:04:39 - If Every Map Is Jungle, This Game Is DOA 1:08:02 - Free Crossplay Weekend, Ends Monday 1:09:40 - Will WARDOGS Have Controller Support? 1:11:55 - Battlefield 6 Season 4: Naval Warfare Finally 1:13:00 - Tsuru Reef Is Big, Bright, And Actually Fun 1:14:57 - The Bloom In This Game Is Infuriating 1:16:41 - Driving The New Warship 1:17:21 - Wake Island And The Top Gun Crossover 1:20:39 - RedSec Added Bots. Obviously. 1:21:02 - Aircraft Carrier Facts Nobody Asked For 1:23:13 - WARDOGS Is The Only Thing That Matters 1:25:11 - What We've Been Playing: Climbing Out Of Bronze 1:26:30 - Stellaris Nomads 1:27:52 - Do NOT Play Star Wars: The Old Republic 1:29:14 - Jake's Tarkov Problem 1:30:57 - Seasonal Character, Wipes, And Cheaters 1:33:39 - Why It's Been A Slow Few Months For Games 1:36:17 - If You Play Shooters, You Have To Play Tarkov 1:37:20 - Star Wars Zero Company (No Co-Op, Sadly) 1:38:25 - Outro + Patreon Hangouts 1:39:30 - Oh, And Black Ops 7 SBMM News _Note: timestamps may be slightly misaligned on podcast apps (but not on YouTube) due to dynamic ads._ The podcast is available wherever you listen to podcasts, and ad-free & early access versions - as well as bonus episodes - are available to all of our Patreon (https://www.patreon.com/thedropshot) supporters. We stream the podcast live on our YouTube (https://www.youtube.com/c/thedropshotpodcast) every Saturday morning at ~9 o'clock Pacific Time. We typically start the stream 30 minutes early to answer viewer questions, banter, and chat. Links for everything are below. Thanks for checking us out!

Front Porch Swingers
Episode 411: How Weight Loss Can Affect Your ENM Journey

Front Porch Swingers

Play Episode Listen Later Jul 27, 2026 46:00


As someone who herself lost 100 lbs while in the ENM lifestyle, Brenna shares the ups and downs of a major weight loss. We discuss the "dad bod" phenomenon, the importance of self-confidence, and a few considerations people need to make BEFORE beginning a weight loss journey.  For more information on our products and services, visit us today at https://betterbedroombody.com Get 15% off your first Shivers gummies order with code FPS at https://shivers.store Get 10% off your first Promescent order at https://promescent.com/fps Join us for bonus content and support the show at https://patreon.com/frontporchswingers Join us for our Vegas hotwife nights: https://members.frontporchswingers.com  

Gamertag Radio
Is Halo: Campaign Evolved Worth It?

Gamertag Radio

Play Episode Listen Later Jul 23, 2026 24:58


The Gamertag Radio crew reviews Halo Campaign Evolved! Danny, Parris, and Riana break down the Unreal Engine 5 visuals, modern mechanics like sprint, and the brand new bonus prequel missions featuring Sergeant Johnson. Plus, they share platform performance details and discuss what this means for the future of Halo.Episode Highlights Visuals & Engine: Built in Unreal Engine 5 (4K, 60+ FPS) featuring improved visuals, richer sound, and added environmental details like wildlife. Modern Mechanics: Adds sprint, clamber, ground pounds, vehicle hijacking, and improved enemy AI. Rebalanced Arsenal: Weapons feel refreshed; the Needler and Needle Rifle are far more effective, while the iconic pistol remains strong. Bonus Prequel Levels: Set one year before the main story, these new missions omit Cortana, feature Sergeant Johnson, and support chaotic four-player co-op. Performance: Plays great on PC and ROG Ally X, but performance is poor on the original white ROG Ally. No Microtransactions: All cosmetics, such as alternate Master Chief skins, are earned strictly through gameplay. Connect with us: Danny Peña Parris Lilly Pete Toledo Riana Manuel-Peña Send us questions - fanmail@gamertagradio.com | Speakpipe.com/gamertagradio or 786-273-7GTR. Join our Discord - https://discord.gg/gtr chat with other GTR community member.