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A handful of news stories have caught our eye recently, so we're rounding them up this week. We start with a pair of stories about everyone's least favorite subject, SMS spam, one involving an organized crime ring and the other vulnerable everyday infrastructure. Then we move on to a recent blog post by one of iRobot's founders, in which he expresses extreme wariness about the safety of humans interacting with humanoid robots. Lastly, with only a week and change to go until Windows 10 EOL, we look at Valve's ending support for the 32-bit Steam client (and the end of 32-bit Windows in general) and some predictions for how things might go when the deadline comes... assuming Microsoft doesn't blink at the last minute.‘SIM Farms' Are a Spam Plague. A Giant One in New York Threatened US Infrastructure, Feds Say | WIREDThat annoying SMS phish you just got may have come from a box like this - Ars TechnicaWhy iRobot's founder won't go within 10 feet of today's walking robots - Ars TechnicaWhy Today's Humanoids Won't Learn Dexterity – Rodney BrooksSteam will wind down support for 32-bit Windows as that version of Windows fades - Ars Technica Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, a monthly bonus episode, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod
We discuss Valve launching Steam Link on Pico headsets and Vive Focus Vision and Quest 3 and 3S usage surpassing Quest 2 on SteamVR; Meta Ray-Ban Display selling out as early adopters struggle to buy, plus our hands-on impressions of Meta Ray-Ban Display and the Meta Neural Band across New York City; and Apple's latest moves, from a MotoGP tour de force placing you trackside with Apple Immersive Blackmagic cameras and a new Vision Pro appearing on the FCC website to Apple reportedly pausing Vision Air to prioritize smart glasses with a display.
Au programme :Microsoft plante un couteau dans le dos du Game PassL'Arabie Saoudite achète EANos jeux du momentJK recommande Dying Light The BeastJK et Kévin recommandent Borderlands 4Kévin recommande Silent Hill fKévin ne recommande pas Cronos: The New DawnKévin recommande Hades 2Patrick n'a pas joué à Towa and the Guardians of the Sacred TreePatrick a lancé Ghost of YoteiPatrick se donne à fond sur Street Fighter VI (Road to EVO!)Le reste de l'actualité---Infos :Animé par Patrick Beja (Bluesky, Instagram, Twitter, TikTok)Co-animé par JK Lauret (Twitter).Co-animé par Kevin Bitterlin (Bluesky).Produit par Patrick Beja (LinkedIn) et Fanny Cohen Moreau (LinkedIn).Musique par Daniel Beja.Le Rendez-vous Jeux épisode 416 – Le Game Pass passe à autre chose – L'Arabie Saoudite avale EA, Dying Light The Beast, Borderlands 4, Ghost of Yotei, Silent Hill f, Cronos, Hades 2---Liens :
Welcome to Dev Game Club, where this week we add to our series on Portal by interviewing Erik Wolpaw. We talk about his pre-Portal career, burnout, and success on small teams and large. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:05 Interview 1:12:10 Break 1:12:41 Outro Issues covered: Valve credits, early Magic: The Gathering, growing up in the shadow of James Garfield's mausoleum, publishing in magazines, piracy early in the industry, getting in, getting sick, constantly shipping and crunch, breaking down, changing culture, having ownership vs not, the exhilaration and camaraderie at the end, drowning in game dev, starting with little films, getting in with the Portal kids, self-motivation at Valve, being on multiple projects, enhancing/amplifying the design, a cohesive experience, puzzle fatigue, gag bumpers, giving the environment a voice, not having to manage a big art team, a very small team, having the pressure off, not even knowing what you have, entertaining yourselves, the benefits of low expectations, having more pressure on the sequel, loving to leave a job, endings coming late, not getting it, thinking things will be bad before they turn out to be good, a notorious imbecile, the biggest "I told you so" moment, a good day has cake, not returning to the well, a Portal game without portals?, just jumping in and making the thing, writing for yourself and your interests, sensing creative investment, good vs crappy games, wanting to make Portal 3, wanting to join the industry, skipping right past the AI conversation, being open about the hard stuff, art: the optional stuff. Games, people, and influences mentioned or discussed: Atari 400, Old Man Murray, Chet Faliszek, Tim Schafer, Double Fine, Psychonauts (series), Valve, Team Fortress, Left 4 Dead, Artifact, Half-Life (series), Aperture Desk Job, Richard Garfield, Magic: The Gathering, James Garfield, Scramble, Defender, Ballblazer, Rescue on Fractalus, Microsoft, Gabe Newell, Platinum Games, Source FilmMaker, The Orange Box, Mark Laidlaw, Jay Pinkerton, Narbacular Drop, Kim Swift, Fallout, Tim Cain, Leonard Boyarsky, Republic Commando, Daron Stinnett, Jonathan Coulton, Ellen McLain, The Crab Cracker, Severance, Office Space, Garrett Rickey, Realm Lovejoy, Josh Weier, Dave Grossman, Another Crab's Treasure, Peak, Cursor, Spelunky, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Sumario: 00:00:00 Introducción.00:04:01 Noticias.00:33:22 El juego de la semana: Baldur’s Gate III (PC, MacOS, Playstation 5 y XBox Series).00:59:40 Lo Indie: The Next Stop, de Paranoid Delusion.01:30:22 Ya lo juego…
This week on the M2 Podcast we break down Microsoft's surprise Xbox price hike coming in October, dig into the mixed community reactions to Steam's freshly overhauled storefront, and run through every major reveal from PlayStation's September State of Play—including bloody new Wolverine gameplay, Housemarque's Saros release date, and a first look at the Battlefield 6 campaign. Whether you're following the latest console costs, debating Valve's new UI, or counting the days until Marvel's mutant makes his debut, we've got you covered.0:00 Intro0:45 Update15:00 Steam's new store look https://tinyurl.com/4wuwdftv 25:04 Microsoft is raising prices on Xbox consoles https://tinyurl.com/yfy3jx34 39:47 State of Play September 2025 https://tinyurl.com/4rwe27fh https://www.youtube.com/watch?v=0QcEoGC51ZY 1:08:00 OutroLeave a LIKE and a comment, thanks for watching/listening!-----------------------------------------------------------------------------------PODCAST ►► https://anchor.fm/m2podcastAMAZON Music ► https://music.amazon.com/podcasts/091902c3-b83b-487c-8fe7-4c96787434fe/M2-PodcastAPPLE ► https://podcasts.apple.com/podcast/id1531832410BREAKER ► https://www.breaker.audio/m2-podcast-2CASTRO ► https://castro.fm/podcast/6f69d373-d879-46d9-9f1c-bcf7c4bf1741GOOGLE ► https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy8zNTYwNWZiMC9wb2RjYXN0L3Jzcw==OVERCAST ► https://overcast.fm/itunes1531832410/m2-podcastPOCKETCASTS ► https://pca.st/5jghvf6eRADIOPUBLIC ► https://radiopublic.com/m2-podcast-GMZkY4SPOTIFY ► https://open.spotify.com/show/2VedhO03IRoHERJqF6Sy87STICHER ► https://www.stitcher.com/podcast/m2-podcastTUNEIN ► http://tun.in/pj3ZI #podcastJOIN THE DISCORD! ►► https://discord.gg/Kp5Gre6FOLLOW THE TWITTER! ►►https://twitter.com/m2_podcastKyleHeath Socials:TWITTER ►► https://twitter.com/mrjkheathMadMikeWillEatU Socials:TWITTER ►► https://twitter.com/madmikewilleatu
С вами новый выпуск лучшего подкаста про игры, технологии, фильмы, сериалы, ИИ, машины и прочие гиковские штуки – это мы про себя, Завтракаст то есть. Ну и опять же на связи его трое почти бессменных ведущих Дима, Тимур и Максим, которые обсуждают новости, слухи и свои впечатления.
Au programme :State of Play au TGS : Le bullet hell 3D Saros intrigue, et Wolverine déchire (trop ?)Kojima Direct : Hideo Kojima présente ODRGG Studio annonce Yakuza Kiwami 3 + Dark TiesNos jeux du momentSilent Hill fGhost of YoteiChained TogetherUntil DawnStreet Fighter VI (road to EVO, plat ***)Tears of the KingdomHades 2Le reste de l'actualité---Infos :Animé par Patrick Beja (Bluesky, Instagram, Twitter, TikTok)Co-animé par Cassim Montilla (Bluesky).Co-animé par Thomas Méreur « Amaebi » (Bluesky).Produit par Patrick Beja (LinkedIn) et Fanny Cohen Moreau (LinkedIn).Musique par Daniel Beja.Le Rendez-vous Jeux épisode 415 – Ghost of Yotei, Silent Hill f, Saros, Wolverine – TGS, State of Play, RGG Summit---Liens :
Welcome to Dev Game Club, where this week we complete our series on Portal. We talk about the ending part of the game, the increasing difficulty, the cake, and the boss and declare ourselves Still Alive. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: puzzle hockey stick, having puzzles cross through multiple rooms, mechanical additions to the sequel, limiting the additional portal mechanics, having to think about getting across rooms, timing puzzles, how the portals line up, not supporting the twitch elements well, is Chell an android? (she is not -B), the feeling of escape, test subjects getting behind the walls, tactical freedom vs strategic freedom, the importance of context, the meta aspect of these narratives, the subtlety of the cake (until it isn't), "now I'm in Half-Life," competing with Black Mesa, the boss fight, thinking in portals, the final exam and having all the tools, timers as a crutch, the perfectly balanced end point, seeing the outside and being in the Half-Life world, the cake room, the character of GLaDOS as an amalgam of personality modules, triumphant GLaDOS, "the cake is a lie," the game hitting in a different way, the Weighted Companion Cube, having to be interactive, using games as a substrate for "non-interactive" entertainment, the grungy environment vs what's going on, a better show than a game (except maybe a couple of scenes), freeing your mind, the limits of new mechanics, being just one idea with some small sub-ideas, lean/no fat, really great onboarding, a light touch with narrative, everything coming together and artistic cohesion, a meta moment about the SteamDeck, portals!, safety in the portals, portal-based renderers, the one game that brought you in, another very kind review that we sometimes live up to. Games, people, and influences mentioned or discussed: The Stanley Parable, BioShock, Half-Life, President Obama, Claire Danes, Chris and Susan McKinley Ross, Jonathan Coulton, Ellen McLain, The Office, Office Space, Fallout, Saw, Ex Machina, Alex Garland, The Last of Us, Giovanni Giorgio Morodor, Diana Ross, Daft Punk, Fez, Fumito Uedo, Keita Takahashi, J. K. Simmons, Stephen Merchant, Jacques Rivette, Valve, Aperture Desk Job, Erik Wolpaw, Calamity Nolan, BioStats, Endofunctor, Morrowind, Halo CE, Paolo, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com
Elizabeth Figura is a Wine developer at Code Weavers. We discuss how Wine and Proton make it possible to run Windows applications on other operating systems. Related links WineHQ Proton Crossover Direct3D MoltenVK XAudio2 Mesa 3D Graphics Library Transcript You can help correct transcripts on GitHub. Intro [00:00:00] Jeremy: Today I am talking to Elizabeth Figuera. She's a wine developer at Code Weavers. And today we're gonna talk about what that is and, uh, all the work that goes into it. [00:00:09] Elizabeth: Thank you Jeremy. I'm glad to be here. What's Wine [00:00:13] Jeremy: I think the first thing we should talk about is maybe saying what Wine is because I think a lot of people aren't familiar with the project. [00:00:20] Elizabeth: So wine is a translation layer. in fact, I would say wine is a Windows emulator. That is what the name originally stood for. it re implements the entire windows. Or you say win 32 API. so that programs that make calls into the API, will then transfer that code to wine and and we allow that Windows programs to run on, things that are not windows. So Linux, Mac, os, other operating systems such as Solaris and BSD. it works not by emulating the CPU, but by re-implementing every API, basically from scratch and translating them to their equivalent or writing new code in case there is no, you know, equivalent. System Calls [00:01:06] Jeremy: I believe what you're doing is you're emulating system calls. Could you explain what those are and, and how that relates to the project? [00:01:15] Elizabeth: Yeah. so system call in general can be used, referred to a call into the operating system, to execute some functionality that's built into the operating system. often it's used in the context of talking to the kernel windows applications actually tend to talk at a much higher level, because there's so much, so much high level functionality built into Windows. When you think about, as opposed to other operating systems that we basically, we end up end implementing much higher level behavior than you would on Linux. [00:01:49] Jeremy: And can you give some examples of what some of those system calls would be and, I suppose how they may be higher level than some of the Linux ones. [00:01:57] Elizabeth: Sure. So of course you have like low level calls like interacting with a file system, you know, created file and read and write and such. you also have, uh, high level APIs who interact with a sound driver. [00:02:12] Elizabeth: There's, uh, one I was working on earlier today, called XAudio where you, actually, you know, build this bank of of sounds. It's meant to be, played in a game and then you can position them in various 3D space. And the, and the operating system in a sense will, take care of all of the math that goes into making that work. [00:02:36] Elizabeth: That's all running on your computer and. And then it'll send that audio data to the sound card once it's transformed it. So it sounds like it's coming from a certain space. a lot of other things like, you know, parsing XML is another big one. That there's a lot of things. The, there, the, the, the space is honestly huge [00:02:59] Jeremy: And yeah, I can sort of see how those might be things you might not expect to be done by the operating system. Like you gave the example of 3D audio and XML parsing and I think XML parsing in, in particular, you would've thought that that would be something that would be handled by the, the standard library of whatever language the person was writing their application as. [00:03:22] Jeremy: So that's interesting that it's built into the os. [00:03:25] Elizabeth: Yeah. Well, and languages like, see it's not, it isn't even part of the standard library. It's higher level than that. It's, you have specific libraries that are widespread but not. Codified in a standard, but in Windows you, in Windows, they are part of the operating system. And in fact, there's several different, XML parsers in the operating system. Microsoft likes to deprecate old APIs and make new ones that do the same thing very often. [00:03:53] Jeremy: And something I've heard about Windows is that they're typically very reluctant to break backwards compatibility. So you say they're deprecated, but do they typically keep all of them still in there? [00:04:04] Elizabeth: It all still It all still works. [00:04:07] Jeremy: And that's all things that wine has to implement as well to make sure that the software works as well. [00:04:14] Jeremy: Yeah. [00:04:14] Elizabeth: Yeah. And, and we also, you know, need to make it work. we also need to implement those things to make old, programs work because there is, uh, a lot of demand, at least from, at least from people using wine for making, for getting some really old programs, working from the. Early nineties even. What people run with Wine (Productivity, build systems, servers) [00:04:36] Jeremy: And that's probably a good, thing to talk about in terms of what, what are the types of software that, that people are trying to run with wine, and what operating system are they typically using? [00:04:46] Elizabeth: Oh, in terms of software, literally all kinds, any software you can imagine that runs on Windows, people will try to run it on wine. So we're talking games, office software productivity, software accounting. people will run, build systems on wine, build their, just run, uh, build their programs using, on visual studio, running on wine. people will run wine on servers, for example, like software as a service kind of things where you don't even know that it's running on wine. really super domain specific stuff. Like I've run astronomy, software, and wine. Design, computer assisted design, even hardware drivers can sometimes work unwind. There's a bit of a gray area. How games are different [00:05:29] Jeremy: Yeah, it's um, I think from. Maybe the general public, or at least from what I've seen, I think a lot of people's exposure to it is for playing games. is there something different about games versus all those other types of, productivity software and office software that, that makes supporting those different. [00:05:53] Elizabeth: Um, there's some things about it that are different. Games of course have gotten a lot of publicity lately because there's been a huge push, largely from valve, but also some other companies to get. A lot of huge, wide range of games working well under wine. And that's really panned out in the, in a way, I think, I think we've largely succeeded. [00:06:13] Elizabeth: We've made huge strides in the past several years. 5, 5, 10 years, I think. so when you talk about what makes games different, I think, one thing games tend to do is they have a very limited set of things they're working with and they often want to make things run fast, and so they're working very close to the me They're not, they're not gonna use an XML parser, for example. [00:06:44] Elizabeth: They're just gonna talk directly as, directly to the graphics driver as they can. Right. And, and probably going to do all their own sound design. You know, I did talk about that XAudio library, but a lot of games will just talk directly as, directly to the sound driver as Windows Let some, so this is a often a blessing, honestly, because it means there's less we have to implement to make them work. when you look at a lot of productivity applications, and especially, the other thing that makes some productivity applications harder is, Microsoft makes 'em, and They like to, make a library, for use in this one program like Microsoft Office and then say, well, you know, other programs might use this as well. Let's. Put it in the operating system and expose it and write an API for it and everything. And maybe some other programs use it. mostly it's just office, but it means that office relies on a lot of things from the operating system that we all have to reimplement. [00:07:44] Jeremy: Yeah, that's somewhat counterintuitive because when you think of games, you think of these really high performance things that that seem really complicated. But it sounds like from what you're saying, because they use the lower level primitives, they're actually easier in some ways to support. [00:08:01] Elizabeth: Yeah, certainly in some ways, they, yeah, they'll do things like re-implement the heap allocator because the built-in heap allocator isn't fast enough for them. That's another good example. What makes some applications hard to support (Some are hard, can't debug other people's apps) [00:08:16] Jeremy: You mentioned Microsoft's more modern, uh, office suites. I, I've noticed there's certain applications that, that aren't supported. Like, for example, I think the modern Adobe Creative Suite. What's the difference with software like that and does that also apply to the modern office suite, or is, or is that actually supported? [00:08:39] Elizabeth: Well, in one case you have, things like Microsoft using their own APIs that I mentioned with Adobe. That applies less, I suppose, but I think to some degree, I think to some degree the answer is that some applications are just hard and there's, and, and there's no way around it. And, and we can only spend so much time on a hard application. I. Debugging things. Debugging things can get very hard with wine. Let's, let me like explain that for a minute because, Because normally when you think about debugging an application, you say, oh, I'm gonna open up my debugger, pop it in, uh, break at this point, see what like all the variables are, or they're not what I expect. Or maybe wait for it to crash and then get a back trace and see where it crashed. And why you can't do that with wine, because you don't have the application, you don't have the symbols, you don't have your debugging symbols. You don't know anything about the code you're running unless you take the time to disassemble and decompile and read through it. And that's difficult every time. It's not only difficult, every time I've, I've looked at a program and been like, I really need to just. I'm gonna just try and figure out what the program is doing. [00:10:00] Elizabeth: It takes so much time and it is never worth it. And sometimes you have to, sometimes you have no other choice, but usually you end up, you ask to rely on seeing what calls it makes into the operating system and trying to guess which one of those is going wrong. Now, sometimes you'll get lucky and it'll crash in wine code, or sometimes it'll make a call into, a function that we don't implement yet, and we know, oh, we need to implement that function. But sometimes it does something, more obscure and we have to figure out, well, like all of these millions of calls it made, which one of them is, which one of them are we implementing incorrectly? So it's returning the wrong result or not doing something that it should. And, then you add onto that the. You know, all these sort of harder to debug things like memory errors that we could make. And it's, it can be very difficult and so sometimes some applications just suffer from those hard bugs. and sometimes it's also just a matter of not enough demand for something for us to spend a lot of time on it. [00:11:11] Elizabeth: Right. [00:11:14] Jeremy: Yeah, I can see how that would be really challenging because you're, like you were saying, you don't have the symbols, so you don't have the source code, so you don't know what any of this software you're supporting, how it was actually written. And you were saying that I. A lot of times, you know, there may be some behavior that's wrong or a crash, but it's not because wine crashed or there was an error in wine. [00:11:42] Jeremy: so you just know the system calls it made, but you don't know which of the system calls didn't behave the way that the application expected. [00:11:50] Elizabeth: Exactly. Test suite (Half the code is tests) [00:11:52] Jeremy: I can see how that would be really challenging. and wine runs so many different applications. I'm, I'm kind of curious how do you even track what's working and what's not as you, you change wine because if you support thousands or tens thousands of applications, you know, how do you know when you've got a, a regression or not? [00:12:15] Elizabeth: So, it's a great question. Um, probably over half of wine by like source code volume. I actually actually check what it is, but I think it's, i, I, I think it's probably over half is what we call is tests. And these tests serve two purposes. The one purpose is a regression test. And the other purpose is they're conformance tests that test, that test how, uh, an API behaves on windows and validates that we are behaving the same way. So we write all these tests, we run them on windows and you know, write the tests to check what the windows returns, and then we run 'em on wine and make sure that that matches. and we have just such a huge body of tests to make sure that, you know, we're not breaking anything. And that every, every, all the code that we, that we get into wine that looks like, wow, it's doing that really well. Nope, that's what Windows does. The test says so. So pretty much any code that we, any new code that we get, it has to have tests to validate, to, to demonstrate that it's doing the right thing. [00:13:31] Jeremy: And so rather than testing against a specific application, seeing if it works, you're making a call to a Windows system call, seeing how it responds, and then making the same call within wine and just making sure they match. [00:13:48] Elizabeth: Yes, exactly. And that is obviously, or that is a lot more, automatable, right? Because otherwise you have to manually, you know, there's all, these are all graphical applications. [00:14:02] Elizabeth: You'd have to manually do the things and make sure they work. Um, but if you write automateable tests, you can just run them all and the machine will complain at you if it fails it continuous integration. How compatibility problems appear to users [00:14:13] Jeremy: And because there's all these potential compatibility issues where maybe a certain call doesn't behave the way an application expects. What, what are the types of what that shows when someone's using software? I mean, I, I think you mentioned crashes, but I imagine there could be all sorts of other types of behavior. [00:14:37] Elizabeth: Yes, very much so. basically anything, anything you can imagine again is, is what will happen. You can have, crashes are the easy ones because you know when and where it crashed and you can work backwards from there. but you can also get, it can, it could hang, it could not render, right? Like maybe render a black screen. for, you know, for games you could very frequently have, graphical glitches where maybe some objects won't render right? Or the entire screen will be read. Who knows? in a very bad case, you could even bring down your system and we usually say that's not wine's fault. That's the graphics library's fault. 'cause they're not supposed to do that, uh, no matter what we do. But, you know, sometimes we have to work around that anyway. but yeah, there's, there's been some very strange and idiosyncratic bugs out there too. [00:15:33] Jeremy: Yeah. And like you mentioned that uh, there's so many different things that could have gone wrong that imagine's very difficult to find. Yeah. And when software runs through wine, I think, Performance is comparable to native [00:15:49] Jeremy: A lot of our listeners will probably be familiar with running things in a virtual machine, and they know that there's a big performance impact from doing that. [00:15:57] Jeremy: How does the performance of applications compare to running natively on the original Windows OS versus virtual machines? [00:16:08] Elizabeth: So. In theory. and I, I haven't actually done this recently, so I can't speak too much to that, but in theory, the idea is it's a lot faster. so there, there, is a bit of a joke acronym to wine. wine is not an emulator, even though I started out by saying wine is an emulator, and it was originally called a Windows emulator. but what this basically means is wine is not a CPU emulator. It doesn't, when you think about emulators in a general sense, they're often, they're often emulators for specific CPUs, often older ones like, you know, the Commodore emulator or an Amiga emulator. but in this case, you have software that's written for an x86 CPU. And it's running on an x86 CPU by giving it the same instructions that it's giving on windows. It's just that when it says, now call this Windows function, it calls us instead. So that all should perform exactly the same. The only performance difference at that point is that all should perform exactly the same as opposed to a, virtual machine where you have to interpret the instructions and maybe translate them to a different instruction set. The only performance difference is going to be, in the functions that we are implementing themselves and we try to, we try to implement them to perform. As well, or almost as well as windows. There's always going to be a bit of a theoretical gap because we have to translate from say, one API to another, but we try to make that as little as possible. And in some cases, the operating system we're running on is, is just better than Windows and the libraries we're using are better than Windows. [00:18:01] Elizabeth: And so our games will run faster, for example. sometimes we can, sometimes we can, do a better job than Windows at implementing something that's, that's under our purview. there there are some games that do actually run a little bit faster in wine than they do on Windows. [00:18:22] Jeremy: Yeah, that, that reminds me of how there's these uh, gaming handhelds out now, and some of the same ones, they have a, they either let you install Linux or install windows, or they just come with a pre-installed, and I believe what I've read is that oftentimes running the same game on both operating systems, running the same game on Linux, the battery life is better and sometimes even the performance is better with these handhelds. [00:18:53] Jeremy: So it's, it's really interesting that that can even be the case. [00:18:57] Elizabeth: Yeah, it's really a testament to the huge amount of work that's gone into that, both on the wine side and on the, side of the graphics team and the colonel team. And, and of course, you know, the years of, the years of, work that's gone into Linux, even before these gaming handhelds were, were even under consideration. Proton and Valve Software's role [00:19:21] Jeremy: And something. So for people who are familiar with the handhelds, like the steam deck, they may have heard of proton. Uh, I wonder if you can explain what proton is and how it relates to wine. [00:19:37] Elizabeth: Yeah. So, proton is basically, how do I describe this? So, proton is a sort of a fork, uh, although we try to avoid the term fork. It's a, we say it's a downstream distribution because we contribute back up to wine. so it is a, it is, it is a alternate distribution fork of wine. And it's also some code that basically glues wine into, an embedding application originally intended for steam, and developed for valve. it has also been used in, others, but it has also been used in other software. it, so where proton differs from wine besides the glue part is it has some, it has some extra hacks in it for bugs that are hard to fix and easy to hack around as some quick hacks for, making games work now that are like in the process of going upstream to wine and getting their code quality improved and going through review. [00:20:54] Elizabeth: But we want the game to work now, when we distribute it. So that'll, that'll go into proton immediately. And then once we have, once the patch makes it upstream, we replace it with the version of the patch from upstream. there's other things to make it interact nicely with steam and so on. And yeah, I think, yeah, I think that's, I got it. [00:21:19] Jeremy: Yeah. And I think for people who aren't familiar, steam is like this, um, I, I don't even know what you call it, like a gaming store and a [00:21:29] Elizabeth: store game distribution service. it's got a huge variety of games on it, and you just publish. And, and it's a great way for publishers to interact with their, you know, with a wider gaming community, uh, after it, just after paying a cut to valve of their profits, they can reach a lot of people that way. And because all these games are on team and, valve wants them to work well on, on their handheld, they contracted us to basically take their entire catalog, which is huge, enormous. And trying and just step by step. Fix every game and make them all work. [00:22:10] Jeremy: So, um, and I guess for people who aren't familiar Valve, uh, softwares the company that runs steam, and so it sounds like they've asked, uh, your company to, to help improve the compatibility of their catalog. [00:22:24] Elizabeth: Yes. valve contracted us and, and again, when you're talking about wine using lower level libraries, they've also contracted a lot of other people outside of wine. Basically, the entire stack has had a tremendous, tremendous investment by valve software to make gaming on Linux work. Well. The entire stack receives changes to improve Wine compatibility [00:22:48] Jeremy: And when you refer to the entire stack, like what are some, some of those pieces, at least at a high level. [00:22:54] Elizabeth: I, I would, let's see, let me think. There is the wine project, the. Mesa Graphics Libraries. that's a, that's another, you know, uh, open source, software project that existed, has existed for a long time. But Valve has put a lot of, uh, funding and effort into it, the Linux kernel in various different ways. [00:23:17] Elizabeth: the, the desktop, uh, environment and Window Manager for, um, are also things they've invested in. [00:23:26] Jeremy: yeah. Everything that the game needs, on any level and, and that the, and that the operating system of the handheld device needs. Wine's history [00:23:37] Jeremy: And wine's been going on for quite a while. I think it's over a decade, right? [00:23:44] Elizabeth: I believe. Oh, more than, oh, far more than a decade. I believe it started in 1990, I wanna say about 1995, mid nineties. I'm, I probably have that date wrong. I believe Wine started about the mid nineties. [00:24:00] Jeremy: Mm. [00:24:00] Elizabeth: it's going on for three decades at this rate. [00:24:03] Jeremy: Wow. Okay. [00:24:06] Jeremy: And so all this time, how has the, the project sort of sustained itself? Like who's been involved and how has it been able to keep going this long? [00:24:18] Elizabeth: Uh, I think as is the case with a lot of free software, it just, it just keeps trudging along. There's been. There's been times where there's a lot of interest in wine. There's been times where there's less, and we are fortunate to be in a time where there's a lot of interest in it. we've had the same maintainer for almost this entire, almost this entire existence. Uh, Alexander Julliard, there was one person starting who started, maintained it before him and, uh, left it maintainer ship to him after a year or two. Uh, Bob Amstat. And there has been a few, there's been a few developers who have been around for a very long time. a lot of developers who have been around for a decent amount of time, but not for the entire duration. And then a very, very large number of people who come and submit a one-off fix for their individual application that they want to make work. [00:25:19] Jeremy: How does crossover relate to the wine project? Like, it sounds like you had mentioned Valve software hired you for subcontract work, but crossover itself has been around for quite a while. So how, how has that been connected to the wine project? [00:25:37] Elizabeth: So I work for, so the, so the company I work for is Code Weavers and, crossover is our flagship software. so Code Weavers is a couple different things. We have a sort of a porting service where companies will come to us and say, can we port my application usually to Mac? And then we also have a retail service where Where we basically have our own, similar to Proton, but you know, older, but the same idea where we will add some hacks into it for very difficult to solve bugs and we have a, a nice graphical interface. And then, the other thing that we're selling with crossover is support. So if you, you know, try to run a certain application and you buy crossover, you can submit a ticket saying this doesn't work and we now have a financial incentive to fix it. You know, we'll try to, we'll try to fix your, we'll spend company resources to fix your bug, right? So that's been so, so code we v has been around since 1996 and crossover, I don't know the date, but it's crossover has been around for probably about two decades, if I'm not mistaken. [00:27:01] Jeremy: And when you mention helping companies port their software to, for example, MacOS. [00:27:07] Jeremy: Is the approach that you would port it natively to MacOS APIs or is it that you would help them get it running using wine on MacOS? [00:27:21] Elizabeth: Right. That's, so that's basically what makes us so unique among porting companies is that instead of rewriting their software, we just, we just basically stick it inside of crossover and, uh, and, and make it run. [00:27:36] Elizabeth: And the idea has always been, you know, the more we implement, the more we get correct, the, the more applications will, you know, work. And sometimes it works out that way. Sometimes not really so much. And there's always work we have to do to get any given application to work, but. Yeah, so it's, it's very unusual because we don't ask companies for any of their code. We don't need it. We just fix the windows API [00:28:07] Jeremy: And, and so in that case, the ports would be let's say someone sells a MacOS version of their software. They would bundle crossover, uh, with their software. [00:28:18] Elizabeth: Right? And usually when you do this, it doesn't look like there's crossover there. Like it just looks like this software is native, but there is soft, there is crossover under the hood. Loading executables and linked libraries [00:28:32] Jeremy: And so earlier we were talking about how you're basically intercepting the system calls that these binaries are making, whether that's the executable or the, the DLLs from Windows. Um, but I think probably a lot of our listeners are not really sure how that's done. Like they, they may have built software, but they don't know, how do I basically hijack, the system calls that this application is making. [00:29:01] Jeremy: So maybe you could talk a little bit about how that works. [00:29:04] Elizabeth: So there, so there's a couple steps to go into it. when you think about a program that's say, that's a big, a big file that's got all the machine code in it, and then it's got stuff at the beginning saying, here's how the program works and here's where in the file the processor should start running. that's, that's your EXE file. And then in your DLL files are libraries that contain shared code and you have like a similar sort of file. It says, here's the entry point. That runs this function, this, you know, this pars XML function or whatever have you. [00:29:42] Elizabeth: And here's this entry point that has the generate XML function and so on and so forth. And, and, then the operating system will basically take the EXE file and see all the bits in it. Say I want to call the pars XML function. It'll load that DLL and hook it up. So it, so the processor ends up just seeing jump directly to this pars XML function and then run that and then return and so on. [00:30:14] Elizabeth: And so what wine does, is it part of wine? That's part of wine is a library, is that, you know, the implementing that parse XML and read XML function, but part of it is the loader, which is the part of the operating system that hooks everything together. And when we load, we. Redirect to our libraries. We don't have Windows libraries. [00:30:38] Elizabeth: We like, we redirect to ours and then we run our code. And then when you jump back to the program and yeah. [00:30:48] Jeremy: So it's the, the loader that's a part of wine. That's actually, I'm not sure if running the executable is the right term. [00:30:58] Elizabeth: no, I think that's, I think that's a good term. It's, it's, it's, it starts in a loader and then we say, okay, now run the, run the machine code and it's executable and then it runs and it jumps between our libraries and back and so on. [00:31:14] Jeremy: And like you were saying before, often times when it's trying to make a system call, it ends up being handled by a function that you've written in wine. And then that in turn will call the, the Linux system calls or the MacOS system calls to try and accomplish the, the same result. [00:31:36] Elizabeth: Right, exactly. [00:31:40] Jeremy: And something that I think maybe not everyone is familiar with is there's this concept of user space versus kernel space. you explain what the difference is? [00:31:51] Elizabeth: So the way I would explain, the way I would describe a kernel is it's the part of the operating system that can do anything, right? So any program, any code that runs on your computer is talking to the processor, and the processor has to be able to do anything the computer can do. [00:32:10] Elizabeth: It has to be able to talk to the hardware, it has to set up the memory space. That, so actually a very complicated task has to be able to switch to another task. and, and, and, and basically talk to another program and. You have to have something there that can do everything, but you don't want any program to be able to do everything. Um, not since the, not since the nineties. It's about when we realized that we can't do that. so the kernel is a part that can do everything. And when you need to do something that requires those, those permissions that you can't give everyone, you have to talk to the colonel and ask it, Hey, can you do this for me please? And in a very restricted way where it's only the safe things you can do. And a degree, it's also like a library, right? It's the kernel. The kernels have always existed, and since they've always just been the core standard library of the computer that does the, that does the things like read and write files, which are very, very complicated tasks under the hood, but look very simple because all you say is write this file. And talk to the hardware and abstract away all the difference between different drivers. So the kernel is doing all of these things. So because the kernel is a part that can do everything and because when you think about the kernel, it is basically one program that is always running on your computer, but it's only one program. So when a user calls the kernel, you are switching from one program to another and you're doing a lot of complicated things as part of this. You're switching to the higher privilege level where you can do anything and you're switching the state from one program to another. And so it's a it. So this is what we mean when we talk about user space, where you're running like a normal program and kernel space where you've suddenly switched into the kernel. [00:34:19] Elizabeth: Now you're executing with increased privileges in a different. idea of the process space and increased responsibility and so on. [00:34:30] Jeremy: And, and so do most applications. When you were talking about the system calls for handling 3D audio or parsing XML. Are those considered, are those system calls considered part of user space and then those things call the kernel space on your behalf, or how, how would you describe that? [00:34:50] Elizabeth: So most, so when you look at Windows, most of most of the Windows library, the vast, vast majority of it is all user space. most of these libraries that we implement never leave user space. They never need to call into the kernel. there's the, there only the core low level stuff. Things like, we need to read a file, that's a kernel call. when you need to sleep and wait for some seconds, that's a kernel. Need to talk to a different process. Things that interact with different processes in general. not just allocate memory, but allocate a page of memory, like a, from the memory manager and then that gets sub allocated by the heap allocator. so things like that. [00:35:31] Jeremy: Yeah, so if I was writing an application and I needed to open a file, for example, does, does that mean that I would have to communicate with the kernel to, to read that file? [00:35:43] Elizabeth: Right, exactly. [00:35:46] Jeremy: And so most applications, it sounds like it's gonna be a mixture. You're gonna have a lot of things that call user space calls. And then a few, you mentioned more low level ones that are gonna require you to communicate with the kernel. [00:36:00] Elizabeth: Yeah, basically. And it's worth noting that in, in all operating systems, you're, you're almost always gonna be calling a user space library. That might just be a thin wrapper over the kernel call. It might, it's gonna do like just a little bit of work in end call the kernel. [00:36:19] Jeremy: [00:36:19] Elizabeth: In fact, in Windows, that's the only way to do it. Uh, in many other operating systems, you can actually say, you can actually tell the processor to make the kernel call. There is a special instruction that does this and just, and it'll go directly to the kernel, and there's a defined interface for this. But in Windows, that interface is not defined. It's not stable. Or backwards compatible like the rest of Windows is. So even if you wanted to use it, you couldn't. and you basically have to call into the high level libraries or low level libraries, as it were, that, that tell you that create a file. And those don't do a lot. [00:37:00] Elizabeth: They just kind of tweak their parameters a little and then pass them right down to the kernel. [00:37:07] Jeremy: And so wine, it sounds like it needs to implement both the user space calls of windows, but then also the, the kernel, calls as well. But, but wine itself does that, is that only in Linux user space or MacOS user space? [00:37:27] Elizabeth: Yes. This is a very tricky thing. but all of wine, basically all of what is wine runs in, in user space and we use. Kernel calls that are already there to talk to the colonel, to talk to the host Colonel. You have to, and you, you get, you get, you get the sort of second nature of thinking about the Windows, user space and kernel. [00:37:50] Elizabeth: And then there's a host user space and Kernel and wine is running all in user, in the user, in the host user space, but it's emulating the Windows kernel. In fact, one of the weirdest, trickiest parts is I mentioned that you can run some drivers in wine. And those drivers actually, they actually are, they think they're running in the Windows kernel. which in a sense works the same way. It has libraries that it can load, and those drivers are basically libraries and they're making, kernel calls and they're, they're making calls into the kernel library that does some very, very low level tasks that. You're normally only supposed to be able to do in a kernel. And, you know, because the kernel requires some privileges, we kind of pretend we have them. And in many cases, you're even the drivers are using abstractions. We can just implement those abstractions kind of over the slightly higher level abstractions that exist in user space. [00:39:00] Jeremy: Yeah, I hadn't even considered the being able to use hardware devices, but I, I suppose if in, in the end, if you're reproducing the kernel, then whether you're running software or you're talking to a hardware device, as long as you implement the calls correctly, then I, I suppose it works. [00:39:18] Elizabeth: Cause you're, you're talking about device, like maybe it's some kind of USB device that has drivers for Windows, but it doesn't for, for Linux. [00:39:28] Elizabeth: no, that's exactly, that's a, that's kind of the, the example I've used. Uh, I think there is, I think I. My, one of my best success stories was, uh, drivers for a graphing calculator. [00:39:41] Jeremy: Oh, wow. [00:39:42] Elizabeth: That connected via USB and I basically just plugged the windows drivers into wine and, and ran it. And I had to implement a lot of things, but it worked. But for example, something like a graphics driver is not something you could implement in wine because you need the graphics driver on the host. We can't talk to the graphics driver while the host is already doing so. [00:40:05] Jeremy: I see. Yeah. And in that case it probably doesn't make sense to do so [00:40:11] Elizabeth: Right? [00:40:12] Elizabeth: Right. It doesn't because, the transition from user into kernel is complicated. You need the graphics driver to be in the kernel and the real kernel. Having it in wine would be a bad idea. Yeah. [00:40:25] Jeremy: I, I think there's, there's enough APIs you have to try and reproduce that. I, I think, uh, doing, doing something where, [00:40:32] Elizabeth: very difficult [00:40:33] Jeremy: right. Poor system call documentation and private APIs [00:40:35] Jeremy: There's so many different, calls both in user space and in kernel space. I imagine the, the user space ones Microsoft must document to some extent, but, oh. Is that, is that a [00:40:51] Elizabeth: well, sometimes, [00:40:54] Jeremy: Sometimes. Okay. [00:40:55] Elizabeth: I think it's actually better now than it used to be. But some, here's where things get fun, because sometimes there will be, you know, regular documented calls. Sometimes those calls are documented, but the documentation isn't very good. Sometimes programs will just sort of look inside Microsoft's DLLs and use calls that they aren't supposed to be using. Sometimes they use calls that they are supposed to be using, but the documentation has disappeared. just because it's that old of an API and Microsoft hasn't kept it around. sometimes some, sometimes Microsoft, Microsoft own software uses, APIs that were never documented because they never wanted anyone else using them, but they still ship them with the operating system. there was actually a kind of a lawsuit about this because it is an antitrust lawsuit, because by shipping things that only they could use, they were kind of creating a trust. and that got some things documented. At least in theory, they kind of haven't stopped doing it, though. [00:42:08] Jeremy: Oh, so even today they're, they're, I guess they would call those private, private APIs, I suppose. [00:42:14] Elizabeth: I suppose. Uh, yeah, you could say private APIs. but if we want to get, you know, newer versions of Microsoft Office running, we still have to figure out what they're doing and implement them. [00:42:25] Jeremy: And given that they're either, like you were saying, the documentation is kind of all over the place. If you don't know how it's supposed to behave, how do you even approach implementing them? [00:42:38] Elizabeth: and that's what the conformance tests are for. And I, yeah, I mentioned earlier we have this huge body of conformance tests that double is regression tests. if we see an API, we don't know what to do with or an API, we do know, we, we think we know what to do with because the documentation can just be wrong and often has been. Then we write tests to figure out what it's supposed to behave. We kind of guess until we, and, and we write tests and we pass some things in and see what comes out and see what. The see what the operating system does until we figure out, oh, so this is what it's supposed to do and these are the exact parameters in, and, and then we, and, and then we implement it according to those tests. [00:43:24] Jeremy: Is there any distinction in approach for when you're trying to implement something that's at the user level versus the kernel level? [00:43:33] Elizabeth: No, not really. And like I, and like I mentioned earlier, like, well, I mean, a kernel call is just like a library call. It's just done in a slightly different way, but it's still got, you know, parameters in, it's still got a set of parameters. They're just encoded differently. And, and again, like the, the way kernel calls are done is on a level just above the kernel where you have a library, that just passes things through. Almost verbatim to the kernel and we implement that library instead. [00:44:10] Jeremy: And, and you've been working on i, I think, wine for over, over six years now. [00:44:18] Elizabeth: That sounds about right. Debugging and having broad knowledge of Wine [00:44:20] Jeremy: What does, uh, your, your day to day look like? What parts of the project do you, do you work on? [00:44:27] Elizabeth: It really varies from day to day. and I, I, a lot of people, a lot of, some people will work on the same parts of wine for years. Uh, some people will switch around and work on all sorts of different things. [00:44:42] Elizabeth: And I'm, I definitely belong to that second group. Like if you name an area of wine, I have almost certainly contributed a patch or two to it. there's some areas I work on more than others, like, 3D graphics, multimedia, a, I had, I worked on a compiler that exists, uh, socket. So networking communication is another thing I work a lot on. day to day, I kind of just get, I, I I kind of just get a bug for some program or another. and I take it and I debug it and figure out why the program's broken and then I fix it. And there's so much variety in that. because a bug can take so many different forms like I described, and, and, and the, and then the fix can be simple or complicated or, and it can be in really anywhere to a degree. [00:45:40] Elizabeth: being able to work on any part of wine is sometimes almost a necessity because if a program is just broken, you don't know why. It could be anything. It could be any sort of API. And sometimes you can hand the API to somebody who's got a lot of experience in that, but sometimes you just do whatever. You just fix whatever's broken and you get an experience that way. [00:46:06] Jeremy: Yeah, I mean, I was gonna ask about the specialized skills to, to work on wine, but it sounds like maybe in your case it's all of them. [00:46:15] Elizabeth: It's, there's a bit of that. it's a wine. We, the skills to work on wine are very, it's a very unique set of skills because, and it largely comes down to debugging because you can't use the tools you normally use debug. [00:46:30] Elizabeth: You have to, you have to be creative and think about it different ways. Sometimes you have to be very creative. and programs will try their hardest to avoid being debugged because they don't want anyone breaking their copy protection, for example, or or hacking, or, you know, hacking in sheets. They want to be, they want, they don't want anyone hacking them like that. [00:46:54] Elizabeth: And we have to do it anyway for good and legitimate purposes. We would argue to make them work better on more operating systems. And so we have to fight that every step of the way. [00:47:07] Jeremy: Yeah, it seems like it's a combination of. F being able, like you, you were saying, being able to, to debug. and you're debugging not necessarily your own code, but you're debugging this like behavior of, [00:47:25] Jeremy: And then based on that behavior, you have to figure out, okay, where in all these different systems within wine could this part be not working? [00:47:35] Jeremy: And I, I suppose you probably build up some kind of, mental map in your head of when you get a, a type of bug or a type of crash, you oh, maybe it's this, maybe it's here, or something [00:47:47] Elizabeth: Yeah. That, yeah, there is a lot of that. there's, you notice some patterns, you know, after experience helps, but because any bug could be new, sometimes experience doesn't help and you just, you just kind of have to start from scratch. Finding a bug related to XAudio [00:48:08] Jeremy: At sort of a high level, can you give an example of where you got a specific bug report and then where you had to look to eventually find which parts of the the system were the issue? [00:48:21] Elizabeth: one, one I think good example, that I've done recently. so I mentioned this, this XAudio library that does 3D audio. And if you say you come across a bug, I'm gonna be a little bit generics here and say you come across a bug where some audio isn't playing right, maybe there's, silence where there should be the audio. So you kind of, you look in and see, well, where's that getting lost? So you can basically look in the input calls and say, here's the buffer it's submitting that's got all the audio data in it. And you look at the output, you look at where you think the output should be, like, that library will internally call a different library, which programs can interact with directly. [00:49:03] Elizabeth: And this our high level library interacts with that is the, give this sound to the audio driver, right? So you've got XAudio on top of, um. mdev, API, which is the other library that gives audio to the driver. And you see, well, the ba the buffer is that XAudio is passing into MM Dev, dev API. They're empty, there's nothing in them. So you have to kind of work through the XAudio library to see where is, where's that sound getting lost? Or maybe, or maybe that's not getting lost. Maybe it's coming through all garbled. And I've had to look at the buffer and see why is it garbled. I'll open up it up in Audacity and look at the weight shape of the wave and say, huh, that shape of the wave looks like it's, it looks like we're putting silence every 10 nanoseconds or something, or, or reversing something or interpreting it wrong. things like that. Um, there's a lot of, you'll do a lot of, putting in print fs basically all throughout wine to see where does the state change. Where was, where is it? Where is it? Right? And then where do things start going wrong? [00:50:14] Jeremy: Yeah. And in the audio example, because they're making a call to your XAudio implementation, you can see that Okay, the, the buffer, the audio that's coming in. That part is good. It, it's just that later on when it sends it to what's gonna actually have it be played by the, the hardware, that's when missing. So, [00:50:37] Elizabeth: We did something wrong in a library that destroyed the buffer. And I think on a very, high level a lot of debugging, wine is about finding where things are good and finding where things are bad, and then narrowing that down until we find the one spot where things go wrong. There's a lot of processes that go like that. [00:50:57] Jeremy: like you were saying, the more you see these problems, hopefully the, the easier it gets to, to narrow down where, [00:51:04] Elizabeth: Often. Yeah. Especially if you keep debugging things in the same area. How much code is OS specific?c [00:51:09] Jeremy: And wine supports more than one operating system. I, I saw there was Linux, MacOS I think free BSD. How much of the code is operating system specific versus how much can just be shared across all of them? [00:51:27] Elizabeth: Not that much is operating system specific actually. so when you think about the volume of wine, the, the, the, vast majority of it is the high level code that doesn't need to interact with the operating system on a low level. Right? Because Windows keeps putting, because Microsoft keeps putting lots and lots of different libraries in their operating system. And a lot of these are high level libraries. and even when we do interact with the operating system, we're, we're using cross-platform libraries or we're using, we're using ics. The, uh, so all these operating systems that we are implementing are con, basically conformed to the posix standard. which is basically like Unix, they're all Unix based. Psic is a Unix based standard. Microsoft is, you know, the big exception that never did implement that. And, and so we have to translate its APIs to Unix, APIs. now that said, there is a lot of very operating system, specific code. Apple makes things difficult by try, by diverging almost wherever they can. And so we have a lot of Apple specific code in there. [00:52:46] Jeremy: another example I can think of is, I believe MacOS doesn't support, Vulkan [00:52:53] Elizabeth: yes. Yeah.Yeah, That's a, yeah, that's a great example of Mac not wanting to use, uh, generic libraries that work on every other operating system. and in some cases we, we look at it and are like, alright, we'll implement a wrapper for that too, on top of Yuri, on top of your, uh, operating system. We've done it for Windows, we can do it for Vulkan. and that's, and then you get the Molten VK project. Uh, and to be clear, we didn't invent molten vk. It was around before us. We have contributed a lot to it. Direct3d, Vulkan, and MoltenVK [00:53:28] Jeremy: Yeah, I think maybe just at a high level might be good to explain the relationship between Direct 3D or Direct X and Vulcan and um, yeah. Yeah. Maybe if you could go into that. [00:53:42] Elizabeth: so Direct 3D is Microsoft's 3D API. the 3D APIs, you know, are, are basically a way to, they're way to firstly abstract out the differences between different graphics, graphics cards, which, you know, look very different on a hardware level. [00:54:03] Elizabeth: Especially. They, they used to look very different and they still do look very different. and secondly, a way to deal with them at a high level because actually talking to the graphics card on a low level is very, very complicated. Even talking to it on a high level is complicated, but it gets, it can get a lot worse if you've ever been a, if you've ever done any graphics, driver development. so you have a, a number of different APIs that achieve these two goals of, of, abstraction and, and of, of, of building a common abstraction and of building a, a high level abstraction. so OpenGL is the broadly the free, the free operating system world, the non Microsoft's world's choice, back in the day. [00:54:53] Elizabeth: And then direct 3D was Microsoft's API and they've and Direct 3D. And both of these have evolved over time and come up with new versions and such. And when any, API exists for too long. It gains a lot of croft and needs to be replaced. And eventually, eventually the people who developed OpenGL decided we need to start over, get rid of the Croft to make it cleaner and make it lower level. [00:55:28] Elizabeth: Because to get in a maximum performance games really want low level access. And so they made Vulcan, Microsoft kind of did the same thing, but they still call it Direct 3D. they just, it's, it's their, the newest version of Direct 3D is lower level. It's called Direct 3D 12. and, and, Mac looked at this and they decided we're gonna do the same thing too, but we're not gonna use Vulcan. [00:55:52] Elizabeth: We're gonna define our own. And they call it metal. And so when we want to translate D 3D 12 into something that another operating system understands. That's probably Vulcan. And, and on Mac, we need to translate it to metal somehow. And we decided instead of having a separate layer from D three 12 to metal, we're just gonna translate it to Vulcan and then translate the Vulcan to metal. And it also lets things written for Vulcan on Windows, which is also a thing that exists that lets them work on metal. [00:56:30] Jeremy: And having to do that translation, does that have a performance impact or is that not really felt? [00:56:38] Elizabeth: yes. It's kind of like, it's kind of like anything, when you talk about performance, like I mentioned this earlier, there's always gonna be overhead from translating from one API to another. But we try to, what we, we put in heroic efforts to. And try, try to make sure that doesn't matter, to, to make sure that stuff that needs to be fast is really as fast as it can possibly be. [00:57:06] Elizabeth: And some very clever things have been done along those lines. and, sometimes the, you know, the graphics drivers underneath are so good that it actually does run better, even despite the translation overhead. And then sometimes to make it run fast, we need to say, well, we're gonna implement a new API that behaves more like windows, so we can do less work translating it. And that's, and sometimes that goes into the graphics library and sometimes that goes into other places. Targeting Wine instead of porting applications [00:57:43] Jeremy: Yeah. Something I've found a little bit interesting about the last few years is [00:57:49] Jeremy: Developers in the past, they would generally target Windows and you might be lucky to get a Mac port or a Linux port. And I wonder, like, in your opinion now, now that a lot of developers are just targeting Windows and relying on wine or, or proton to, to run their software, is there any, I suppose, downside to doing that? [00:58:17] Jeremy: Or is it all just upside, like everyone should target Windows as this common platform? [00:58:23] Elizabeth: Yeah. It's an interesting question. I, there's some people who seem to think it's a bad thing that, that we're not getting native ports in the same sense, and then there's some people who. Who See, no, that's a perfectly valid way to do ports just right for this defacto common API it was never intended as a cross platform common API, but we've made it one. [00:58:47] Elizabeth: Right? And so why is that any worse than if it runs on a different API on on Linux or Mac and I? Yeah, I, I, I guess I tend to, I, that that argument tends to make sense to me. I don't, I don't really see, I don't personally see a lot of reason for, to, to, to say that one library is more pure than another. [00:59:12] Elizabeth: Right now, I do think Windows APIs are generally pretty bad. I, I'm, this might be, you know, just some sort of, this might just be an effect of having to work with them for a very long time and see all their flaws and have to deal with the nonsense that they do. But I think that a lot of the. Native Linux APIs are better. But if you like your Windows API better. And if you want to target Windows and that's the only way to do it, then sure why not? What's wrong with that? [00:59:51] Jeremy: Yeah, and I think the, doing it this way, targeting Windows, I mean if you look in the past, even though you had some software that would be ported to other operating systems without this compatibility layer, without people just targeting Windows, all this software that people can now run on these portable gaming handhelds or on Linux, Most of that software was never gonna be ported. So yeah, absolutely. And [01:00:21] Elizabeth: that's [01:00:22] Jeremy: having that as an option. Yeah. [01:00:24] Elizabeth: That's kind of why wine existed, because people wanted to run their software. You know, that was never gonna be ported. They just wanted, and then the community just spent a lot of effort in, you know, making all these individual programs run. Yeah. [01:00:39] Jeremy: I think it's pretty, pretty amazing too that, that now that's become this official way, I suppose, of distributing your software where you say like, Hey, I made a Windows version, but you're on your Linux machine. it's officially supported because, we have this much belief in this compatibility layer. [01:01:02] Elizabeth: it's kind of incredible to see wine having got this far. I mean, I started working on a, you know, six, seven years ago, and even then, I could never have imagined it would be like this. [01:01:16] Elizabeth: So as we, we wrap up, for the developers that are listening or, or people who are just users of wine, um, is there anything you think they should know about the project that we haven't talked about? [01:01:31] Elizabeth: I don't think there's anything I can think of. [01:01:34] Jeremy: And if people wanna learn, uh, more about the wine project or, or see what you're up to, where, where should they, where should they head? Getting support and contributing [01:01:45] Elizabeth: We don't really have any things like news, unfortunately. Um, read the release notes, uh, follow some, there's some, there's some people who, from Code Weavers who do blogs. So if you, so if you go to codeweavers.com/blog, there's some, there's, there's some codeweavers stuff, uh, some marketing stuff. But there's also some developers who will talk about bugs that they are solving and. And how it's easy and, and the experience of working on wine. [01:02:18] Jeremy: And I suppose if, if someone's. Interested in like, like let's say they have a piece of software, it's not working through wine. what's the best place for them to, to either get help or maybe even get involved with, with trying to fix it? [01:02:37] Elizabeth: yeah. Uh, so you can file a bug on, winehq.org,or, or, you know, find, there's a lot of developer resources there and you can get involved with contributing to the software. And, uh, there, there's links to our mailing list and IRC channels and, uh, and, and the GitLab, where all places you can find developers. [01:03:02] Elizabeth: We love to help you. Debug things. We love to help you fix things. We try our very best to be a welcoming community and we have got a long, we've got a lot of experience working with people who want to get their application working. So, we would love to, we'd love to have another. [01:03:24] Jeremy: Very cool. Yeah, I think wine is a really interesting project because I think for, I guess it would've been for decades, it seemed like very niche, like not many people [01:03:37] Jeremy: were aware of it. And now I think maybe in particular because of the, the Linux gaming handhelds, like the steam deck,wine is now something that a bunch of people who would've never heard about it before, and now they're aware of it. [01:03:53] Elizabeth: Absolutely. I've watched that transformation happen in real time and it's been surreal. [01:04:00] Jeremy: Very cool. Well, Elizabeth, thank you so much for, for joining me today. [01:04:05] Elizabeth: Thank you, Jeremy. I've been glad to be here.
Darshan H. Brahmbhatt, Podcast Editor of JACC: Advances, discusses a recently published original research paper on Single- Versus Dual-Access Transcatheter Aortic Valve Implantation Using Balloon-Expandable Platform: A Propensity Score Matching Study.
Hey! Go subscribe to @baldlyrudy Check out the rest of the podcast - https://www.youtube.com/playlist?list=PLly4JWEWaZCpkvpv3BLgOpqJ-Xki455HUIn this episode of the Nerd Nest Podcast, Bill and Rudy discuss various topics surrounding the gaming industry, including the rising prices of consoles and handheld devices, the impact of tariffs, and the importance of consumer trust in tech reviews. They delve into the controversial topic of loot boxes and marketing tactics used by companies to drive sales. The conversation also touches on Valve's approach to gaming and pricing, as well as Randy Pitchford's recent comments regarding game optimization issues. The episode concludes with predictions about the future of gaming prices and the evolution of handheld devices. In this conversation, Bill and Rudy discuss the recent developments surrounding the EU petition for game preservation, the implications of game difficulty, and the evolution of gaming mechanics. They explore the importance of player rights in the gaming industry, the impact of game preservation on the community, and the upcoming titles that gamers are excited about. The discussion also touches on the balance between accessibility and challenge in modern games, highlighting the need for developers to consider player experience.
Thank you to Lenovo for sending over the Legion Go S! The Lenovo Legion Go S with SteamOS is finally here — and it might just be the Steam Deck 1.5 we've been waiting for. After the underwhelming Windows version earlier this year, Lenovo swapped in the powerful AMD Z1 Extreme APU and partnered with Valve to ship SteamOS out of the box. The result? A handheld that's faster, smoother, and more user-friendly in every way.In this review, I'll cover:✅ SteamOS vs Windows experience on handhelds✅ Specs & performance (Z1 Extreme, 32GB LPDDR5X, 120Hz FreeSync display)✅ Design & build (Nebula Nocturne finish, Steam button, dual USB-C ports)✅ Display comparison vs Steam Deck (8” 1200p vs 800p OLED)✅ Battery life real-world tests (90 min at full TDP, up to 6h light use)✅ Comfort & ergonomics — bigger screen, bigger weight✅ Pros & cons compared to the Steam Deck and ROG Ally XIf you've been waiting for a SteamOS handheld alternative to the Deck, this might be the one to grab. But with bigger power also comes tradeoffs — heavier weight, shorter battery, and limited non-Steam libraries unless you tinker.⏱️ Timestamps:0:00 – Intro0:40 – Hardware & Specs1:30 – Design & Build2:30 – SteamOS Experience3:45 – Display & Comfort5:00 – Performance6:15 – Battery Life7:10 – Inputs & Touchpad7:40 – Final Verdict
Do you remember the 21st night of September? Because we do on this very packed episode! Unfortunately the state of the world is encroaching on everything and everyone and that includes video games as payment processors have changed their guidelines to vaguely singling out adult content on Steam and other storefronts. Counter-Strike 2 found a way to get passed gambling laws, and Valve apologizes to an indie dev studio. We love Borderlands 4 despite itself. Our thoughts on Dying Light 2, Megabonk, No, I am Not Human, and a spoiler review of Cronos! 0:00 - Intro1:00 - 21st of September9:00 - Convergence19:00 - Let's Build a Dungeon26:00 - Payment processors attack on video games37:00 - Counter-Strike 2 circumvents gambling laws43:00 - Steam apologizes to a dev studio50:00 - Borderlands 41:15:00 - Easy mode?1:22:20 - XBOX raises prices again1:30:40 - Krafton vs Subnautica update1:32:40 - Paradox changes Bloodlines 2 DLC1:35:20 - Dying Light 2: The Beast1:54:20 - Megabonk2:08:20 - Jump Space2:10:10 - Valve update2:16:30 - No, I Am Not Human2:26:10 - Eclipsium2:33:50 - Cronos (+spoilers)2:48:40 - Dead Reset2:54:50 - ShoutoutsSee omnystudio.com/listener for privacy information.
Gulvan and Joe discuss the Nintendo Direct, Tencent & Sony Lawsuit, Bizarre Subnautica 2 Lawsuit, Valve censors games, Wolf Among Us 2 Update, and more! Continue reading →
¡Ni las emociones más interrogantes podrán detenernos!¡Porque es lunes y SpreadShotNews Podcast ya llegó! En este episodio: Nico continua Metal Gear Solid Δ: Snake Eater, y Maxi continua el save de la demo de Trails in the Sky 1st Chapter en el juego completo. En el Rapid-Fire tenemos noticias sobre los procesadores de pagos todavía ejerciendo presión sobre Steam para limitar aún más la cantidad de “contenido adulto”, Valve le da más herramientas a los desarrolladores para que tomen mejores decisiones a la hora de ofrecer descuentos, lo impensado sucedió y NVIDIA se alía con Intel, y Xbox aumenta las consolas porque sino no llega a fin de mes (?). Para el Hot Coffee, charlamos sobre la reciente presentación de Nintendo frente a la corte en japón en su caso contra Pocketpair (Palworld) donde plantea que los mods no deberían ser considerados “arte previo” para el caso. Para finalizar, en el Special Move, Maxi nos recomienda una muy buena entrevista de VGC a los co-fundadores de CLOVERS (Kamiya y Koyama). Por último, recuerden que nos pueden escribir preguntas directamente a través de google forms en el siguiente link: spreadshotnews.com/preguntas
On this episode of The GAP Luke Lawrie and Joab Gilroy are joined by Andreas “Kleb” Klebo-Espe to talk about some of the larger maps in Battlefield 6. The games they've been playing this week include Borderlands 4, Battlefield 6, Cronos: The New Dawn, Katanaut, Magic: The Gathering, and more. They also talk about the Dota 2 International and some of the games they watched. Over in the news Randy Pitchford claims very few PC players have reported “valid” performance issues in Borderlands 4. Metroid Prime 4: Beyond is officially set to release December 4, 2025. Hades II launches September 25 and Valve's rumoured standalone VR headset “Steam Frame” may be announced soon. This episode goes for 2 hours and 35 minutes, it also contains coarse language. You can also check out Joab's latest book on Amazon. Timestamps – 00:00:00 – Start 00:05:59 – Dota 2 International 00:19:23 – Magic The Gathering 00:30:38 – Katanaut 00:42:23 – Cronos: The New Dawn 00:48:58 – Battlefield 6 01:12:57 – Borderlands 4 01:57:45 – News 02:23:12 – Questions 02:29:35 – Weekly Plugs 02:33:13 – End of Show Subscribe in a reader iTunes / Spotify
Send us a textIn this episode...--> Nintendo held a huge Direct last Friday, with nearly a whole hour of information on Nintendo Switch 2 and Nintendo Switch games.--> Randy Pitchford's chronic tweeting syndrome strikes again as the Gearbox CEO goes on the offensive against critics of Borderland 4's PC performance.--> Valve sure seems to be on the verge of announcing a new piece of gaming hardware, but don't get your hopes up for a Steam Deck 2.--> Also: Top 3 New Releases, Gaming History 101We love our sponsors! Please help us support those who support us!- Check out the Retro Game Club Podcast at linktr.ee/retrogameclub- Connect with CafeBTW at linktr.ee/cafebtw- Get creative with Pixel Pond production company at pixelpondllc.com- Visit Absolutely the Best Podcast: A Work in Progress at linktr.ee/absolutelythebest**Use this link to get a $20 credit when you upgrade to a paid podcast hosting plan on Buzzsprout! buzzsprout.com/?referrer_id=1884378Hosts: wrytersview, donniegretro, retrogamebrewsOpening theme: "Gamers Week Theme" by Akseli TakanenPatron theme: "Chiptune Boss" by donniegretroClosing theme: "Gamers Week Full-Length Theme" by Akseli TakanenSupport the show
The Fed are going to look into Twitch, Discord, Reddits, Steam and more as Trump designates Antifa a terrorist organization.TLDR: The US government is investigating and potentially cracking down on social media platforms like Twitch, Reddit, and Discord, which could lead to stricter regulations, censorship, and a massive overreach into online regulation, threatening free speech.1. 00:00 US government investigates Twitch, Reddit, Discord for ties to Antifa, potentially cracking down on free speech and targeting streamers, with possible massive overreach into online regulation. 2. 09:40 US government to summon CEOs of major social media platforms to address online radicalization, potentially leading to strict regulations and censorship that could impact free speech.3. 17:33 Congress targets Twitch, Reddit, and Discord for moderation and regulation over extremist content and hate speech, while seemingly ignoring other platforms like Twitter.4. 23:45 Platforms like Twitch, Reddit, and Discord face potential boycotts, government control, and stricter standards, sparking concerns over free speech and online content.5. 30:34 Social media platforms like Twitch, Reddit, and Discord may be in trouble due to self-censorship, moral panics, and current events, with possible shutdowns looming.6. 39:55 Social media platforms like Twitch, Reddit, and Discord are facing issues, while major tech companies like Google, Valve, and Vimeo are making significant moves that may impact the industry.7. 45:56 Social media platforms like Twitch, YouTube, and Vimeo are facing challenges and changes, with some struggling to adapt and others innovating to stay ahead.8. 55:32 YouTube competitors like Rumble and Odyssey struggle to gain traction despite potential, with Odyssey being underutilized and Rumble favoring live streaming and politics content.#Games #Twitch #Reddit #Discord #YouTube
En el episodio del 18 de septiembre de RadioGeek Podcast, se discutieron varios temas tecnológicos importantes. Se habló sobre la controvertida función de "modo oscuro" con pantalla de cristal líquido de iOS 26, que ha generado informes de vértigo y fatiga visual en los usuarios. También se cubrió el próximo evento global de Xiaomi, las noticias sobre la integración de Gemini en Google Chrome para dar forma al futuro de la navegación web, y un proyecto de ley en Michigan que busca prohibir completamente la pornografía y el uso de VPNs. Además, se informó que los refrigeradores inteligentes de Samsung con un valor superior a $1,800 comenzarán a mostrar anuncios, y se destacó que los directores ejecutivos de Valve, Discord, Reddit y Twitch han sido citados para testificar en el Congreso de los Estados Unidos con respecto a la radicalización en línea. iOS 26: El Nuevo «Modo Oscuro» de Cristal Líquido Causa Vértigo y Fatiga Visual https://infosertecla.com/2025/09/18/ios-26-el-nuevo-modo-oscuro-de-cristal-liquido-causa-vertigo-y-fatiga-visual/ Próximo evento mundial de Xiaomi https://infosertecla.com/2025/09/18/proximo-evento-mundial-de-xiaomi/ El futuro de la navegación web: Gemini llega a Google Chrome https://infosertecla.com/2025/09/18/el-futuro-de-la-navegacion-web-gemini-llega-a-google-chrome/ Proyecto de ley en Michigan busca prohibir totalmente la pornografía y las VPN https://www.techspot.com/news/109502-michigan-bill-seeks-total-ban-porn-ndash-vpns.html Samsung confirma que sus refrigeradores de más de $1,800 comenzarán a mostrarte anuncios https://www.androidauthority.com/samsung-confirms-smart-refrigerator-ads-are-coming-3598848/ Los directores ejecutivos de Valve, Discord, Reddit y Twitch fueron llamados a testificar ante el Congreso sobre la radicalización en línea https://oversight.house.gov/release/chairman-comer-invites-ceos-of-discord-steam-twitch-and-reddit-to-testify-on-radicalization-of-online-forum-users/ Video del día en las redes https://www.instagram.com/reel/DOw77ENDkkl/ ESPERAMOS TUS COMENTARIOS...
Steve and Derek are both making progress on their builds and they get a little sidetracked talking about… valve stems? Thanks for Listening! More TOP Here! https://www.facebook.com/groups/679759029530199 https://www.patreon.com/Totaloffroadpodcast https://www.youtube.com/@totaloffroadpodcast4296 Affiliate Companies we know You'll love! https://www.facebook.com/profile.php?id=100091584686528 https://www.offroadanonymous.com/ https://crawleroffroad.com/ https://morrflate.com/ https://completeoffroad.com/ https://www.summershinesupply.com/ https://toolboxwidget.com/ https://coldspringcustoms.com/pages/radiopod http://www.radesignsproducts.com/ Follow Your Hosts! www.instagram.com/total_offroad_podcast www.instagram.com/low_kee_xj www.instagram.com/Dmanbluesfreak www.instagram.com/mikesofunny https://www.instagram.com/mr.mengo.xj/ All Caught Up with TOP? Go give these guys a listen! https://open.spotify.com/show/5AEPwCe1rbd4miFs0wQUtp https://open.spotify.com/show/1Pvslx6FEQJdTurCXOckBL?si=b2cacbe3d7d44f22 https://www.snailtrail4x4.com/snail-trail-4x4-podcast/
Au programme :Nintendo Direct: je n'ai pas eu mon Mario 3D donc c'était pourriLes Worlds de Fortnite, Guillaume y était (mais il n'a pas gagné)Nos jeux du momentThomas recommande chaudement Hell is UsThomas recommande Wheel WorldThomas n'adore pas Sword of the SeaGuillaume apprécie Clair Obscur: Expedition 33 (mais)Guillaume aime bien Dave the DiverLe reste de l'actualité : news et rumeurs---Infos :Animé par Patrick Beja (Bluesky, Instagram, Twitter, TikTok)Co-animé par Thomas Méreur « Amaebi » (Bluesky).Co-animé par Guillaume Vendé (Bluesky).Produit par Patrick Beja (LinkedIn) et Fanny Cohen Moreau (LinkedIn).Musique par Daniel Beja.Le Rendez-vous Jeux épisode 414 – Personne ne l'a demandé, le Virtual Boy revient---Liens :
In this episode, we discuss how U.S. companies are absorbing tariffs by cutting labor costs and increasing prices modestly. The discussion and content provided within this podcast is intended for informational purposes only and may not be appropriate for all investors. Reliance upon information provided in a podcast is at the sole responsibility of the listener. The information included herein is not based on any particularized financial situation, or need, and is not intended to be, and should not be construed as, a forecast, research, investment advice or a recommendation for any specific PIMCO or other security, strategy, product or service. Past performance is not a guarantee of future results. All investments contain risk and may lose value. Investors should speak to their financial advisors regarding the investment mix that may be right for them based on their financial situation and investment objective. Podcasts may involve discussions with non-PIMCO personnel and such content contain the current opinions of the speaker but not necessarily those of PIMCO. Other podcasts may consist of audio recording of an existing PIMCO article and such material contains the current opinions of the manager. The opinions expressed in all podcasts are subject to change without notice. Information contained herein has been obtained from sources believed to be reliable, but not guaranteed. PIMCO as a general matter provides services to qualified institutions, financial intermediaries and institutional investors. This is not an offer to any person in any jurisdiction where unlawful or unauthorized. For additional important information go to www.pimco.com/gbl/en/general/legal-pages/podcast-disclosures
DOUBLE-CHOICE: Anesthesia strategies and self-expanding valve types for TAVI
Welcome to Dev Game Club, where this week we kick off a short series on 2007's Portal. We talk about the year it came out, a bit about Valve and the Orange Box, before talking about the game's development history and then some topics about the game itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to/through Test 12 (because Tim can't follow directions) Issues covered: 2007 in games, motion-controlled archaeology, the box of goodies that was The Orange Box, Team Fortress 2 and hats, connecting console accounts to Steam, Steam history and digital copies, "introducing Portal," long development time on TF2, character silhouettes, The Most Perfect Video Game, not knowing what you have, a killer first game, deep dives, giving permission to not shoot things, building up knowledge in puzzle games, Match 3 puzzle games, not seeing the game coming, the sequel, gating progress on mechanical knowledge, stepping through understanding portals, "this is impossible," subverting the player, learning without realizing it, increasing complexity, the magical opening portal moment, the infinite regress, whether you'd still take that deal, simple UX methods to help players get over the first-person thinking, embedding information in the world and fiction, narrative design vs writing, the voice of GladOS, where lore works for Brett, expanding the world of Half-Life. Games, people, and influences mentioned or discussed: BioShock, Halo 3, Super Mario Galaxy, God of War II, Mass Effect, Metroid Prime III, Tomb Raider: Anniversary, Tomb Raider: Legend, Crystal Dynamics, Wii, Jason Botta, Eidos/Square, CoD4: Modern Warfare, Crysis, Uncharted, Assassin's Creed, The Witcher, Rock Band, Nintendo DS, Phantom Hourglass, Hotel Dusk, Cooking Mama, STALKER (series), Metro (series), Trespasser, Half-Life (series), Mark Laidlaw, Dario Casals, Gabe Newell, The Orange Box, Team Fortress 2, PlayStation, The "Black Box," Quake, Pixar, Steve Meretzky, Norm MacDonald, Skyrim, Claire Danes, Narbacular Drop, My So-Called Life, Baz Luhrmann, Strictly Ballroom, Nuclear Monkey Software, Kim Swift, Jeep Barnett, Tacoma, Little Women, Greta Gerwig, DigiPen Institute of Technology, 343 Industries, Firewatch, Campo Santo, Outer Wilds, The Stanley Parable, The Talos Principle, Antichamber, Gone Home, The Witness, Zelda, MYST, PopCap, Puzzle Quest, Bejewelled, Fez, Homeland, Chet Faliszek, Eric Wolpaw, Old Man Murray, 2001: A Space Odyssey, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish Portal and Takeaways! Links: The Most Perfect Video Game (Note: I remembered this as longer, especially after the switch, but it's great) Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com
Silly me, I thought we'd get through a Gearbox launch without getting a fresh round of Gearbox's leadership acting up on social media. Let's talk about the game, the reaction to the way the game performs, and the reaction to the reaction of the way the game performs. Also: Virtual Boy is back, you sickos! Plus Skate is out today, there are rumblings of an impending Valve announcement, and your e-mails! Learn more about your ad choices. Visit podcastchoices.com/adchoices
Why is it that the Oreos are the ones in pieces? I thought Reese's had the pieces. Well, what can you do I suppose. You wanna know something funny? After that conversation about how neither of us really care about Hollow Knight Silksong, I was convinced (pretty easily) to give it another shot and I've turned around on it. Cool game. People losing their minds over it are still confusing to me, but the game's ok with me. It's in my best interest to make these show notes slightly different, for logistical reasons! Fun fact. Hey, for no reason: 1:08:11 is a timestamp. Do with that information what you will. Join the Bottle Crow Discord to check out our live posted show notes as well as chat with us and other listeners! There's also the new Scanline Media Discord for Scanline stuff more generally. We're on iTunes, Google Play, and Stitcher! You can subscribe on those, and leave a review if you like! That would really help us out. Tell your Dota friends about us, help spread the word! Make sure to vote on the Rhythms of Riftshadow Ruins in the Steam Workshop!
Why is it that the Oreos are the ones in pieces? I thought Reese's had the pieces. Well, what can you do I suppose. You wanna know something funny? After that conversation about how neither of us really care about Hollow Knight Silksong, I was convinced (pretty easily) to give it another shot and I've turned around on it. Cool game. People losing their minds over it are still confusing to me, but the game's ok with me. Hey, for no reason: 1:08:11 is a timestamp. Do with that information what you will. Join the Bottle Crow Discord to check out our live posted show notes as well as chat with us and other listeners! There's also the new Scanline Media Discord for Scanline stuff more generally. We're on iTunes, Google Play, and Stitcher! You can subscribe on those, and leave a review if you like! That would really help us out. Tell your Dota friends about us, help spread the word! Make sure to vote on the Rhythms of Riftshadow Ruins in the Steam Workshop!
A regulator has accused NVIDIA of violating China's antitrust laws over its acquisition of chipmaker Mellanox. In its preliminary findings of an investigation it commenced in December, the State Administration for Market Regulation claimed that the company breached both national regulations and the conditional terms China outlined when it rubber-stamped the $6.9 billion takeover. Also, on Monday, the state's Attorney General Letitia James released more specifics about what the SAFE for Kids Act will entail in practice. And, Valve has apparently updated its Steam Early Access policy to no longer accept games with what the company deems to be "mature themes." As first reported by Gamesmarkt earlier this month, gaming studio Dammitbird, which develops the adult adventure game Heavy Hearts, was not allowed to put the title on Steam Early Access because of its content. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Tonight's questions: - Did Gears of War: Reloaded flop on PS5? - When will Valve release a Steam Deck 2? - Will Ghost of Yotei sell well? - Why is Borderlands 4 poorly optimized on PC? - What do you look for in a GPU? - Does Nvidia have a monopoly on GPUs? Thanks as always to Shawn Daley for our intro and outro music. Follow him on Soundcloud: https://soundcloud.com/shawndaley Where to find Throwdown Show: Website: https://audioboom.com/channels/5030659 Twitch: https://www.twitch.tv/throwdownshow Twitter: https://twitter.com/ThrowdownShow YouTube: https://www.youtube.com/throwdownshow Discord: https://discord.gg/fdBXWHT Twitter list: https://twitter.com/i/lists/1027719155800317953
Valve's Fremont leaks spark console and VR speculation, Steam rolls out language-based review changes, Silksong gets its first patch, Framework unveils
Gimpy and Chip talk about the recent news regarding Valve's latest filings for ‘Steam Frame.' They discuss the state of VR and if they think Valve is too late to stop META.youtube available:https://youtu.be/DrRXD7YdkGw
С вами снова Завтракаст – самый классный подкаст про игры, технологии, медиа, интернет, а также ваши трое виртуальных друзей в лице его бессменных ведущих Димы, Тимура и Максима, которые с вами уже более десяти лет. Обсуждаем новые iPhone 17, римейк “Голого Пистолета”, Hell is Us, как Спилбергу не дали снять Call of Duty и многое-многое другое.
(test reupload - soucis de fichier sur certaines app)Au programme :Silksong: la folle semaine de sortie (et de ragequit)Spielberg voulait faire un film Call of Duty, Activision a dit nonNos jeux de la semaine :Noddus recommande chaudement: Hollow Knight: Silksong (mais pas à tout le monde)Noddus recommande: TrainaticEska recommande: Season: A letter to the futureEska n'a pas aimé: Prince of Persia The Lost CrownPatrick a fini: Persona 5 RoyalPatrick veut jouer plus à: Persona 5 StrikersPatrick est intrigué par: 2XKONoddus recommande: Borderlands 4Le reste de l'actualité---Infos :Animé par Patrick Beja (Bluesky, Instagram, Twitter, TikTok)Co-animé par Maïté “Eskarina” (Bluesky).Co-animé par Valentin Cebo (Noddus) (Bluesky).Produit par Patrick Beja (LinkedIn) et Fanny Cohen Moreau (LinkedIn).Musique par Daniel Beja.Le Rendez-vous Jeux épisode 413 - Silksong, Borderlands 4, 2XKO---Liens :
Au programme :Silksong: la folle semaine de sortie (et de ragequit)Spielberg voulait faire un film Call of Duty, Activision a dit nonNos jeux de la semaine :SilksongTrainaticSEASON A letter to the futurePrince of Persia The Lost Crown : Eska a un goût amerPersona 5 et Persona 5 Strikers2XKOStreet Fighter VI Road to EvoLe reste de l'actualitéLe jeu mystère: Borderlands IV---Infos :Animé par Patrick Beja (Bluesky, Instagram, Twitter, TikTok)Co-animé par Maïté “Eskarina” (Bluesky).Co-animé par Valentin Cebo (Noddus) (Bluesky).Produit par Patrick Beja (LinkedIn) et Fanny Cohen Moreau (LinkedIn).Musique par Daniel Beja.Le Rendez-vous Jeux épisode 413 - Silksong, Borderlands 4, 2XKO---Liens :
Join Thorin, Mauisnake, and guest TeaTime on Snake and Banter as they dissect the latest Counter-Strike esports drama in this can't-miss esports podcast episode! We have an in-depth discussion on the current state of CS2 and the evolving esports landscape. The conversation also tackles big-picture topics such as the decline in top-tier team narratives, FaZe Clan's struggles, MOUZ's concerning T-side stats, and how roster changes at organizations like Astralis and Spirit could shift the CS2 competitive landscape. Thorin, Mauisnake, and TeaTime debate the importance of star players versus win-by-committee styles, the role of specialist talent in broadcasts, and the politics between TOs like ESL and PGL that affect event quality. The trio dive into the realities of working in Tier 2 Counter-Strike, from pay disparities and post-pandemic opportunities to the grind of online tournaments and the challenges of breaking into Tier 1. They examine the impact of Valve's VRS system, how it's reshaping the tournament calendar, and why 2025 might be one of the best years ever for Tier 2 competition. Along the way, they share behind-the-scenes stories about commentary careers, networking, and surviving in the volatile world of esports broadcasting. Whether you're a hardcore Counter-Strike fan, a CS2 player, or just an esports enthusiast, this episode offers sharp analysis, insider perspectives, and plenty of candid banter about the game's biggest storylines Go to https://buyraycon.com/SNAKE to get 20% off sitewide TODAY! One thing to pack, five ways to power! You can get 10% off Ridge's Power Bank by going to https://www.Ridge.com and using code SNAKE at checkout
Promises delivered. Hatcast. Bikinicast. Midnight Baja Blast. Mountain Dew Dragon Fruit at last. Rice candy from the past. I'm out of rhymes. Join the Bottle Crow Discord to check out our live posted show notes as well as chat with us and other listeners! There's also the new Scanline Media Discord for Scanline stuff more generally. We're on iTunes, Google Play, and Stitcher! You can subscribe on those, and leave a review if you like! That would really help us out. Tell your Dota friends about us, help spread the word! Make sure to vote on the Rhythms of Riftshadow Ruins in the Steam Workshop!
In this week's episode of The Game Informer Show, we dive deep into the past to save the future with Cronos: The New Dawn, which sounds cool, but is ultimately fine. It's a solid survival horror game from Bloober Team. We also dive into the latest major update for Deadlock, the new multiplayer game from Valve, discuss why the Trails In The Sky FC remake could similarly popularize the role-playing games like Yakuza 0 did for its respective series in 2017, and talk about Kirby and the Forgotten Land's Star-Crossed World DLC on Switch 2.The Game Informer Show is a weekly podcast covering the video game industry. Join us every Thursday for chats about your favorite titles – past and present – alongside Game Informer staff and special guests from around the industry.Subscribe to Game Informer Magazine: https://www.gameinformer.com/subscribeFollow our hosts on social media:Alex Van Aken (@itsVanAken)Kyle Hilliard (@KyleHilliard)Eric Van Allen (@seamoosi)Jump to a specific discussion using these timestamps:00:00 - Introduction04:09 - Cronos: The New Dawn Review14:40 - Borderlands 4 Final Preview Impressions20:45 - Trails in the Sky FC Remake33:40 - Valve Introduces 6 New Characters in Deadlock Update51:51 - Kirby Star-Crossed World DLC
Things get wild when Professor and DJ talk about stopping children from accessing in appropriate games.Warner Bros are suing Midjourney for ripping off their art. With the recent case against OpenAI for pirating books, the precedent might not be on their side. Science is hard to do objectively. There's always a bias, and good scientists find ways to minimise that. The Nerds talk through creating science to push a narrative, and why that's a bad thing. ***We enjoyed a nice drink of Rez which you can get a 10% discount when you type NERDS at the checkout from the Rez website at www.drinkrez.com ***Resources MentionedResources: Age verification crackdown (Valve introduces age verification for UK Steam users | GamesIndustry.biz, Roblox partners with International Age Rating Coalition to replace current maturity labels | GamesIndustry.biz, Steam games with adult content banned from early access, after payment processors force restrictions - NotebookCheck.net News Warner bros vs Midjourney (Warner Bros. Joins Studios' AI Copyright Battle Against Midjourney) Objectivity in science is a myth (Scientific objectivity is a myth – cultural values and beliefs always influence science and the people who do it )Full Show notes : https://docs.google.com/document/d/1JXb1FiiOzpOhgpSvEOaNPy1EWD-J5ezk5hsyLJL6uM8/edit?usp=sharing*If you'd like to be featured on the show, send us an email: Nerds.Amalgamated@gmail.comFollow us on: Facebook || Twitter || TwitchJoin the Community on Discord: https://discord.gg/VqdBVH5aAnd watch us on YouTube: Nerds Amalgamated - YouTube
Check out @baldlyrudy ! on YT!In this episode of the Nerd Nest Podcast, Bill and Rudy discuss the high pricing of the Lenovo Legion Go 2, the implications of Valve's Steam Frame trademark, and the release of Silksong. They explore the competitive landscape of handheld gaming devices, the challenges indie developers face with pricing, and the excitement surrounding Silksong's launch, which has garnered significant attention and player engagement. Bill and Rudy delve into various aspects of game development, design, and the gaming industry. They discuss the unrealistic budgeting in game development, the value of game length versus quality, and the impact of game design on player engagement. The conversation also touches on Nintendo's game key cards controversy, the challenges of game development for the Switch, and the importance of physical media in gaming. Additionally, they explore the ethics of game ownership and piracy, the value of backlogs and game pricing, and the subjectivity of gaming experiences. The discussion wraps up with thoughts on the future of game adaptations in film and the balance between source material and audience appeal.
On this episode of the Ruff Talk VR podcast we are kicking off the week strong talking all the latest VR news! We have a loaded agenda ahead of us including some thoughts on Titan Isles, some accidentally leaked Meta Quest wishlist numbers, some Valve rumors with "Steam Frame", upcoming VR games such as Vex Mage and A Long Survive, newly announced games such as Falcon Fall, Surviving Mars: Pioneer's full launch and PSVR2 release date, and much more!Showcase form: https://forms.gle/HxwkK9zuwydwbkKM8Big thank you to all of our Patreon supporters! Become a supporter of the show today at https://www.patreon.com/rufftalkvrDiscord: https://discord.gg/9JTdCccucSPatreon: https://www.patreon.com/rufftalkvrIf you enjoy the podcast be sure to rate us 5 stars and subscribe! Join our official subreddit at https://www.reddit.com/r/RuffTalkVR/0:00 - Episode start0:45 - Titan Isles16:20 - Meta Smart Glasses SDK23:50 - Meta Quest top waitlisted upcoming VR games32:00 - Beat Saber PSVR2 charts37:10 - Vex Mage release date39:20 - Surviving Mars: Pioneer full release and PSVR2 release date44:50 - 2 millions Bonelab users46:50 - Underdogs PSVR2 sales50:30 - Steam Frame56:00 - Synth Riders Kendrick Lamar58:30 - Falcon Fall1:03:30 - A Long Survive1:07:05 - Drakkenridge1:08:30 - Upcoming VR GamesSend us a text to the Ruff Talk VR fan mail line!Support the show
Lords: * Ben * Avery Topics: * The Mishima Incident, in which one of the most famous authors in Japan created his own private militia of young men, attempted to overthrow the government and, upon failing, committed ritual suicide. * City-wide game of hide and seek * How to stick it to bad Bluetooth actors * The Carrotman's Lament, by E.L. Hubert * https://x.com/sweetstench/status/1724958011754504568 * Esper says: "Avery's anecdote about the carrot poem being something he'd do in high school reminded me of something I did in high school, where I took the song 'The Cha Cha Slide' and removed every instance of 'slide to the right' and added a bunch of 'slide to the left' so that people eventually collapsed into the wall. I got to do it at a little party with friends, and it paid off nicely." Microtopics: * Where to play some crosswords. * Cruciverbalism. * Putting the black squares where the letters don't go. * Putting structural jokes in your crossword puzzles. * The cleverer the gimmick, the less fun the crossword puzzle. * Talking into your phone's transcription software during a five hour drive and having five hours of gibberish at the end of it. * Fifth caller wins a t-shirt! * Impossible Owls. * Squishy details. * Taking on an apprenticeship with a nobel prize winner. * The Japanese Self-Defense Force. * Dressing in bee keeper outfits and hitting each other with sticks. * Buying swords for your right wing ultra nationalist militia with the proceeds of your prize-winning literature. * Exhorting the troops to reinstate the emperor of Japan but nobody can hear you because there's a helicopter flying overhead. * A poster of a kitten next to a poster of a samurai, with diametrically opposed mantras about how you ought to handle failure. * Topics that leave you speechless. * Founder Brain. * Debunking a thing from philosophy. * The Philosophy of Reversing a Linked List. * The alternate universe where Banksy is a totalitarian dictator. * Vladimir Putin tagging up the streets of Bristol in the 90s. * Top hat, eyeball and coattails. * The Residents of Theseus. * Rednex. * David Bowie starring as Tesla in The Prestige and self-driving off the set. * The percentage of Teslas on the street * Nice Stylized T as a Screw Shirt. * Brainstorming places to hide in Copenhagen. * The problem of how to define the bounds of the hide and seek legal play field. * Playing hide and seek and knocking on a stranger's door and asking if you can hide in their house. * Knocking on the door of the company that moved into the building your company was in six years ago, asking to use the conference room because you're six years late for a meeting. * Journey to the End of the Night. * Playing music and speaking in riddles. * At what point it becomes morally correct to join the zombies. * Why is it okay to name a thing after another thing? Why is it okay to name a band after someone else's song? * Whether Skibidi Toilet has been cool, is currently cool, will become cool temporarily, or will become cool and stay forever. * A meme based on a Youtube thing. * Dadaist comedy Internet videos made in Garry's Mod. * Changing the head so it's not owned by Valve. * Generations starting the alphabet over, like hurricane names. * Turn of the millennium coffee shop war stories. * Drinking coffee at 2 AM on January 1st, 2000, looking out the window and waiting for the satellites to come crashing down. * Tech folks successfully convincing people that the Y2K bug is a problem, but not what the problem actually was. * What the Y2K bug was and how we solved it. * The Corolla Must Have Control. * The phone is too eager and the car is too greedy. * The phone and the bluetooth speaker agreeing to connect, and isn't there somebody you forgot to ask?? * We invented this new thing but we don't know what it's for. Let's try to solve every problem with it and see if anything sticks. * Everybody migrating to TempleOS to get away from LLMs. * A lightweight operating system designed to be the Third Temple from the Hebrew bible. * Writing to your colleague to retract the continuum hypothesizing. * God's Chosen Programmer. * Off-Topic Lords. * A poem on the back of a bag of carrots. * A poem having been added to a bag of carrots by a scoundrel. * How many carrots you need to eat before you can be called a carrot man. * Explaining hidden tracks by first explaining that music used to come in this form called "albums." * If you have topics to talk about, we have a show for that, you don't put it on a hidden track on a CD in the 1990s. * Living to regret your self-own.
Timestamps: 0:00 Thanks Plouffe! 0:17 Silksong launch crashes Steam 1:32 Valve trademarks "Steam Frame" 2:36 China still wants Nvidia chips 4:06 Squarespace! 4:50 QUICK BITS INTRO 4:58 Legion Go 2 specs, price, release date 5:41 Play audio on multiple earbuds with Android 6:24 Samsung Galaxy 25 FE 7:01 Sports piracy site taken down 7:44 iPad has an Instagram app NEWS SOURCES: https://lmg.gg/9EMpv Learn more about your ad choices. Visit megaphone.fm/adchoices
In this episode of The Four Horsemen, the crew dives into some of the most controversial esports stories. The show kicks off with an in-depth investigation into the Saudi-backed Esports World Cup “Superfan” program, revealing allegations of staged crowds, favoritism toward Falcons Esports, and censorship of fan signs and chants. From there, the discussion shifts to the Fighting Game Community (FGC) and the bombshell news that Evo – the FGC's flagship event – is now owned by a Saudi Arabian mega-city project, raising questions about competitive integrity, cultural values, and sportswashing. Central to this debate is SonicFox, one of the most famous and outspoken figures in the FGC, whose decision to continue competing at Evo sparks heated debate about activism, collaboration, and the realities of esports under authoritarian influence. The second half of the show focuses on Dota 2's unprecedented drama, as Gaimin Gladiators withdraw from The International (TI) despite holding a direct invite. The hosts examine the contractual disputes between the players and the organization, the legal standoff that cost them esports' most prestigious tournament slot, and the long-term impact on both the players' legacies and the org's relationship with Valve. Packed with insider knowledge, unfiltered opinions, and hard-hitting esports news, this episode is a must-watch for anyone invested in the future of FGC, Evo, SonicFox, and the shifting landscape of competitive gaming. Last Free Nation's new collaboration t-shirt with Into the AM is out now! Equip yourself with this high-quality shirt (featuring a familiar insignia) now! While you're there, you can also shop the Into the AM Labor Day Sale! Items are up to 50% sitewide until the 7th of September. This is in addition to the 10% off you always get by using our link: https://intotheam.com/LFN-tee2 Go to https://www.buyraycon.com/horsemen TODAY to get 20% off sitewide! Control Body Odor ANYWHERE with Mando and get 20% off + free shipping with promo code HORSEMEN at shopmando.com! Visit https://prizepicks.onelink.me/LME0/HORSEMEN and use code HORSEMEN and get $50 in lineups when you play your first $5 lineup!
Tonight we're talking about Sony's James Bond exclusive State of Play, Epic's CEO's take on why UE5 is having optimization issues, early success for Marcus Fenix's debut on Playstation, a stealthy storage downgrade for the PS5 Digital, Valve's response to the Steam NSFW drama and more! ***** Watch the show LIVE Wednesday nights at 7PM Eastern - @benishandsomeyt ***** Reviews and subscriptions help us out so much. If you enjoyed the show, make sure to subscribe and leave us a review on iTunes. ***** Follow us on Twitter! Twitter.com/BenSmith2588 Twitter.com/csfdave Twitter.com/_gloriousginger Learn more about your ad choices. Visit podcastchoices.com/adchoices
We discuss Meta's next steps for smart glasses, including Meta AI gaining calendar access and Meta Connect's agenda essentially confirming a smart glasses SDK; Wist's Minority Report-style memory replay on Apple Vision Pro and Quest; a surge in Quest 3 and 3S usage on SteamVR and whether sales and the Xbox Edition drove it; how Windows MR headsets are being revived by the free Oasis SteamVR driver, now auto-installed by the SteamVR beta; Valve bringing Steam Link to Pico headsets; and whether Valve's newly registered Steam Frame trademark points to its next headset.
New leaks from friend-of-the-show MLiD have given us a deeper glimpse into Sony's plans for PlayStation 6, especially when it comes to the rumored handheld iteration, codenamed Canis. It appears this device -- slated as part of a potential trio of PS6 hardware due out in '27 -- will be affordable, powerful, and perhaps most surprisingly dockable. With all first party competitors now occupying space (Nintendo, Valve) or chasing a presence (Sony, Microsoft) in the handheld realm, it seems like things could get very spicy on multiple fronts. Allow us to discuss in minute detail. Plus: Hermen Hulst gives a rare interview, Ken Levine emerges with hot-off-the-presses details about Judas, Sony reveals its first four incubated products in the MENA Hero Project, it'll now be easier to request a refund on PSN, and more. Then: Listener inquiries! Some 14 years after release, what are our thoughts on Catherine? Could a major Xbox announcement be lurking in Sony's reported September showcase? How does Hello Games and No Man's Sky survive by giving so much away for free? Is Where's Waldo nothing more than an unconvincing psy-op? Please keep in mind that our timestamps are approximate, and will often be slightly off due to dynamic ad placement. 0:00:00 - Intro0:29:02 - Metal Gear Solid Delta poster0:34:47 - Benji!0:36:27 - Allegheny Hogs0:42:00 - Washing your legs0:54:33 - Waldo0:58:16 - Ghost of Yotei console preorder September 4th1:00:34 - PlayStation 6 Portable leaks1:27:50 - Hermen Hulst interview1:59:33 - New Judas info2:14:26 - New MENA Hero project games2:29:11 - Forza Horizon 6 could be in Japan2:33:12 - New PSN refund system2:39:22 - Skate early access release date2:43:15 - July 2025 Circana data2:49:37 - New PS+ Essential games2:54:35 - What We're Playing3:40:59 - Thoughts on Catherine3:49:24 - Is Intergalactic a soulslike?3:54:12 - Will Xbox announce a game at a Sony event?3:58:41 - Are remakes creatively bankrupt4:08:42 - No Man's Sky keeps going4:16:05 - Do podcasts hosts need to be experts? Learn more about your ad choices. Visit podcastchoices.com/adchoices
Rumors about the Steam Deck 2 say its coming in 2028. Why is Valve waiting so long and giving "competitors" so much runway? We get into that, plus Nintendo's lack of Switch 2 Dev kits, the PS6 Portable, and a whole lot moreCheck out @FanTheDeck and @ThePhawx and make sure you subscribe to them.
The possible contenders for the title of inventor of spray paint were actually working across decades. And really, all those people contributed pieces of the story. Research: Abplanalp, R.H. “Valve mechanism for dispensing gases and liquids under pressure.” U.S. Patent Office. March 17, 1953. https://patentimages.storage.googleapis.com/e2/65/be/710e864cf870d8/US2631814.pdf “About Binks.” https://binks.com/about-us/ Andreassen, Dag. “The world's first spray can?” Teknismuseum. Nov. 6, 2024. https://www.tekniskmuseum.no/en/stories/spray-can “Atomizer.” Smithsonian National Museum of American History. https://americanhistory.si.edu/collections/object/nmah_721925 Baisya, Pramila. “A Brief History of Spray Paint.” UP Magazine. https://upmag.com/a-brief-history-of-spray-paint/ Bancroft, Hubert Howe. “The book of the fair; an historical and descriptive presentation of the world's science, art, and industry, as viewed through the Columbian Exposition at Chicago in 1893.” The Bancroft Co. 1893. https://archive.org/details/bookfair1banca/page/68/mode/2up Bellis, Mary. "The History of Aerosol Spray Cans." ThoughtCo, May. 11, 2025, thoughtco.com/history-of-aerosol-spray-cans-1991231 “Boss of the Year Secretary Speaker in Sycamore.” The Sycamore Tribune. April 29, 1960. https://www.newspapers.com/image/898198730/?match=1&terms=Edward%20H.%20Seymour “Definitions of “Aerosol Product” and Related Terms in Various Federal and State Regulations, Standards and Codes.” National Institute od Standards and Technology. February 2012. https://www.nist.gov/system/files/documents/pml/wmd/Definitions-of-Aerosol-Product.pdf “DeVilbiss Atomizers.” Wood Library Museum of Anesthesiology. https://www.woodlibrarymuseum.org/museum/devilbiss-atomizers/ “Francis Davis Millet and Millet family papers, 1858-1984, bulk 1858-1955.” Smithsonian. https://www.aaa.si.edu/collections/francis-davis-millet-and-millet-family-papers-9048/biographical-note Greenbaum, Hillary and Dana Rubinstein. “The Origin of Spray Paint.” New York Times magazine. Nov. 4, 2011. https://www.nytimes.com/2011/11/06/magazine/who-made-spray-paint.html Haberkorn, Stephen. “Seymour of Sycamore: Aerosol Paint Inventor Still Mass Producing.” The Daily Chronicle. May 31, 2014. https://www.newspapers.com/image/183344909/?match=1&terms=%22Nancy%20Seymour%20Heatley%22 Linden, Chris. “The 1893 Columbian Exposition: Remembering Chicago’s White City.” Northwest Quarterly. Dec. 10, 2012. https://northwestchicagoland.northwestquarterly.com/2012/12/10/the-1893-columbian-exposition-remembering-chicagos-white-city/ “Oslo, Home of the Spray Can.” Oslo Science Park. Sept. 24, 2024. https://www.forskningsparken.no/en/news/2024-oslo-home-of-the-spray-can “A Patent on a Rattle in a Can.” The Lemont Herald. May 22, 1952. https://www.newspapers.com/image/700713398/?match=1&terms=%22Edward%20H.%20Seymour%22 Rotheim, Erik. “METHOD AND MEANS FOR THE ATOMIZING OR IDISTRIBUTION OF LIQUID OR SEMI-LIQUID MATERIALS.” United States Patent Office. April 7, 1931. https://patentimages.storage.googleapis.com/f5/fb/c3/05208e6542c01c/US1800156.pdf Seymour, E.H. “HERMETICALLY SEALED PACKAGE FOR MIXING AND DISCHARGING ” Dec. 25, 1951. https://patentimages.storage.googleapis.com/c0/4b/45/2677a2b12e2430/US2580132.pdf “Seymour Man Develops New Spray Device.” The Daily Chronicle. May 27, 1952. https://www.newspapers.com/image/126585367/?match=1&terms=%22Edward%20H.%20Seymour%22 “Summary of the Clean Air Act.” EPA. https://www.epa.gov/laws-regulations/summary-clean-air-act See omnystudio.com/listener for privacy information.