Vue normale
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Igor
- Sunday without a data sheet: What we could talk about today if we didn’t let our horizons end at the edge of the circuit board
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Igor
- Almost every second PC in Germany still runs Windows 10 – an operating system at the end of its life cycle.
Almost every second PC in Germany still runs Windows 10 – an operating system at the end of its life cycle.
AMD adds GFX13 to LLVM, confirming early support for RDNA 5
NVIDIA and AMD: why betting on TSMC early on made their current dominance possible
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Igor
- Apple’s App Store policy under pressure, Setapp ban in the EU intensifies dispute with Brussels
Apple’s App Store policy under pressure, Setapp ban in the EU intensifies dispute with Brussels
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Igor
- Nvidia’s MSRP under pressure – Why graphics cards could become significantly more expensive without internal incentives
Nvidia’s MSRP under pressure – Why graphics cards could become significantly more expensive without internal incentives
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PC Perspective
- Podcast #853 – RIP Cheap SSDs, RTX 5070 Ti EOL Denied, Micron Fab, Bluetooth security flaw, Kent Builds a PC, and MORE
Podcast #853 – RIP Cheap SSDs, RTX 5070 Ti EOL Denied, Micron Fab, Bluetooth security flaw, Kent Builds a PC, and MORE
What happens when Kent decides to use the podcast as an SFF build livestream? What about a build using DDR4 memory?? It probably doesn't get more exciting than this.
Unless you…
Microsoft Gave BitLocker Encryption Keys To The FBI, Report Claims
Epic Vs Google Takes A Wild Turn As Secret $800M Pact Surfaces In Court
AMD Ryzen 7 9850X3D Ships Early After Retailer Jumps The Gun
Samsung's Beastly 55-Inch Gaming Monitor Is 56% Off Plus Huge Deals On Galaxy Tabs
Enshrouded 1.0 release window set for fall 2026 as game reaches over 5 million players
While the original target for the 1.0 release for Enshrouded was set for this spring, the studio has moved the window to fall 2026 to ensure the final transition is as polished as possible. This slight delay follows a year of significant expansion, including the Wake of the Water update, and reflects a commitment to addressing long-standing community feedback on combat depth and technical optimisation before the game reaches full release.
The studio also shed light on community milestones that highlight just how players have been involved in the world of Embervale. Over five million Flameborn have started their journey, collectively spending nearly 21,000 years in-game. Other impressive data points reveal that players have collectively farmed 1.3 billion plants and placed an equal number of water blocks. However, the dangers of the world remain ever-present, as evidenced by the over 52 million deaths from falls alone.
Looking ahead, the road to the 1.0 launch is split into two distinct phases. The upcoming spring update, labelled as version 0.8, will focus on the first iteration of the Adventure Sharing system, allowing creators to share their builds and bases with the wider community. This update will also include general polish and balance tweaks. As for the 1.0 release, it will evolve Adventure Sharing into a more robust creative toolkit with logic elements, traps, and enemy spawners. Furthermore, the 1.0 update is expected to unlock entirely new regions of the map, introduce smarter enemy behaviours, and deliver performance optimisations, such as faster shader compilation on lower-end systems.
In the more immediate term, Patch 13 has just dropped, bringing several QoL improvements, addressing specific combat criticisms by refining parry telegraphy and projectile accuracy, and fixing the somewhat unpredictable behaviour of exploding barrels. For those interested in customisation, a new vanity gear set is now available through Twitch Drops, though players can also earn the armour in-game by undertaking a new quest from the Huntress.
KitGuru says: Have you been playing Enshrouded? Do you think the upcoming updates up to 1.0 will fix the game's current issues?
The post Enshrouded 1.0 release window set for fall 2026 as game reaches over 5 million players first appeared on KitGuru.Pulsar and Nexon Games launch limited edition Blue Archive X2 CrazyLight collection
Pulsar has officially revealed its latest landmark collaboration with Nexon Games, introducing a product line inspired by the popular tactical role-playing game Blue Archive. This collection centres on the ultra-lightweight Pulsar X2 CrazyLight gaming mouse, featuring three distinct designs inspired by fan-favourite students from the academic city of Kivotos: Shiroko, Hoshino, and Nonomi.
The collection features the medium-sized X2 CrazyLight, a mouse highly regarded in the esports scene for its low weight of approximately 39 grams. Each unit in the Blue Archive series is equipped with Pulsar's flagship XS-1 sensor, supporting up to 32,000 DPI and a polling rate of 4000 Hz to 8000 Hz for near-instantaneous response times. A unique addition to this limited-edition release is a custom light-up USB dongle with an acrylic character stand, serving as both a functional wireless receiver and a decorative desk piece for collectors.
For users looking to upgrade their gear, these mice offer the latest Pulsar optical switches, rated for 100 million clicks, and a TTC Gold wheel encoder, designed to ensure the hardware is as durable as it is aesthetically pleasing. For customisation, there's a PC program and a web driver for your convenience. Button functionality, polling rate, and DPI can all be easily changed through your preferred option.
The Pulsar X Blue Archive collection is now available globally (excluding China) at a retail price of $149.95.
KitGuru says: The new Blue Archive X2 CrazyLight mice are an example that other brands should follow for collab products. The inclusion of the light-up character dongle is a brilliant touch that turns a standard piece of hardware into a unique collectable for fans without sacrificing the top-tier specs competitive players expect.
The post Pulsar and Nexon Games launch limited edition Blue Archive X2 CrazyLight collection first appeared on KitGuru.Endorfy expands desk lineup with Atlas Electric series
Expanding its footprint in the desk market, Endorfy has officially launched the Atlas Electric desk series, building on the foundation of its standard Atlas desks. The 2026 lineup introduces several key updates, most notably the inclusion of electric motors and Light Wood and Dark Wood finishes alongside the standard black and white options.
This launch focuses on providing a versatile platform for both professional and gaming environments, with the company offering the desks in two distinct sizes to accommodate different spatial requirements. The Atlas Electric series features a motorised height-adjustment system that enables a seamless transition between seated and standing configurations. The L model features a height range from 72cm to 120cm, while the more compact S variant operates between 72cm and 118cm. Both models include a digital control panel that can store up to 3 memory presets, allowing users to save their preferred ergonomic heights.
Structurally, the desks use a heavy-duty steel frame designed to maintain stability at maximum height. For the tabletops, Endorfy chose MDF rather than the more common, less durable particleboard used in entry-level furniture. The company says this choice enhances overall stiffness and moisture resistance, both of which are significant factors in long-term durability. The surface dimensions are well-suited to modern hardware, as the L model offers a 1500×760 mm workspace, while the S model provides a smaller 1140×600 mm footprint. To address the cable clutter typical of high-end PC setups, the desks include integrated rubberised grommets and a dedicated shelf for power strips, hiding the bulk of the wiring from view. The larger Atlas L Electric supports a total load capacity of 80 kg. In contrast, the Atlas S is rated for 50 kg, making the former more suitable for multi-monitor setups and heavy workstations.
Compatibility with third-party hardware has also been a design consideration according to Endorfy. The back edge of the Atlas Electric features precisely milled cutouts for monitor arm clamps, allowing users to mount displays without compromising the desk's placement against a wall. For those concerned with setup time, particularly with the smaller S model, Endorfy claims to have streamlined the assembly process with a more intuitive structural design and clearly labelled components. Some retailers already have these desks listed, with the Atlas L Electric going for around €300 and the Atlas S for €150.
KitGuru says: Which of the two sizes available would you prefer? What colour option do you like the most?
The post Endorfy expands desk lineup with Atlas Electric series first appeared on KitGuru.-
Igor
- LeakWatch 2026 – Security incidents, data leaks, and IT incidents in the current calendar week 4
LeakWatch 2026 – Security incidents, data leaks, and IT incidents in the current calendar week 4
Memory under pressure: how the AI boom and supply policy are distorting the DRAM market
AMD positions Ryzen AI MAX and Ryzen AI 400 as a direct response to Intel’s Panther Lake
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Igor
- Intel unveils Glass Core substrates with EMIB, a strategic lever for the next generation of AI chips
Intel unveils Glass Core substrates with EMIB, a strategic lever for the next generation of AI chips
4 colors, 0 waste, 170 euros—too good to be true?
Steam is giving away six new games, three of which are real insider tips.
ASUS investigates AMD Ryzen 7 9800X3D failures on its 800-series motherboards
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Igor
- AI and the cloud between aspiration and implementation: where SAP’s strategy meets the reality of users
AI and the cloud between aspiration and implementation: where SAP’s strategy meets the reality of users
Attending Lakers Games In Apple Immersive Plays To VR's Strengths
Watching an NBA game in the Apple Vision Pro feels like a glimpse of where sports and entertainment need to go, even if the path forward is still taking shape. Apple is clearly experimenting with what watching sports can feel like when you are no longer locked into a flat television broadcast.
I recently went onto the court at an immersive Lakers game from the confines of Ian Hamilton's Vision Pro I borrowed from him in New York City. This was not a live broadcast, I watched the game on demand via the Spectrum SportsNet app, after the fact, in guest mode on his headset wearing my own personal Dual Knit Band. The experience leaving my Quest 3 behind and spending extended time in an immersive Apple experience left me both impressed, and conflicted.
Presence Or Floating In Space?
Viewers are given a choice about how to watch an NBA game in headset.
You can watch the game on a floating virtual screen, which already feels cleaner and more cinematic than a traditional TV. Or switch into fully immersive 180-degree 3D view for a full two-hour cut-together view of the game from start to finish. That second option is where the experience shows the most potential, but we also shouldn't dismiss the first mode. That first mode can be more easily shared in mixed reality with other apps and people, making the experience of watching there a bit like an IMAX version of an NBA game that's simultaneously without any of the typical distractions. Ian showed me a Jupiter environment in his headset too, and I could've watched the game there, surrounded by the gigantic planet and glimmering stars. All that said, instead, I dropped into the immersive mode for most of my time with the game.
In immersive mode, you are limited to a small set of camera perspectives and a singular timeline through the game. There are cameras mounted beneath each basket at opposite ends of the court, a ground-level center-court view, and a wider angle from up in the stands. Those angles are sufficient for following the game. Most intriguing about my time in this mode is that some of the most compelling moments had little to do with the action on the court.
The cutaways to commentators and sideline reporters stood out immediately. Interviews are presented in 3D and human scale, and that changes how you perceive the people on screen. You see their entire bodies rather than a cropped head-and-shoulders shot, and they feel more like they're standing right there talking to you. The sense of scale is immediate and lasting. You can also tell how tall these players actually are and start noticing details you would never catch on television, like a birthmark on a shoulder or sweat collecting along an arm.
An Apple Immersive NBA broadcast feels intimate in a way traditional broadcasts are not. That intimacy is powerful, but it also highlights a challenge immersive sports production will have to solve. At one moment, feeling present on the court can be a good thing, and the next it can feel uncomfortably close. Immersive broadcasts still need to learn where that line is, and how to stay on the right side of it from moment to moment. In something like the recent Tour De Force MotoGP documentary, the immersive filmmakers had quite a bit more time to prepare around a very specific narrative, and you can feel the difference moment to moment.
UploadVRIan Hamilton
For basketball, the immersive cameras provided terrific close-up views of plenty of interesting things outside the game too. Instead of watching commercials you're watching the Laker Girls during breaks, and their performances in 3D at human scale again reinforces the difference from television. You feel as if you are standing there, close enough to appreciate movement, spacing, and physicality. During commercial breaks, you can watch the crew wipe down the court, see players and staff milling about, and catch the in-between moments that usually disappear when the feed cuts away. Those behind-the-scenes details add texture and strengthen the feeling that you are actually inside the arena, not just consuming a polished broadcast.
The experience shows more friction once active gameplay ramps up. When using the center-court camera, the action constantly moves left to right and back again. That means repeatedly turning your head to follow the play unless the feed switches to one of the basket cameras. Over time, that motion becomes tiring.
I found myself wishing for more camera options, or better yet, the ability to manually switch views during the replay. An Immersive Highlights clip separate from the full broadcast pulls together some of the best moments seen from Apple‘s cameras over the course of the game, and at less than 10 minutes long, it offers a great way to see some of LeBron James’ best moments from behind the backboard without giving too much time to neck strain. Basketball broadcasts have always been built around wide shots that let you see the entire floor at once. In immersive VR at certain angles, the constant side-to-side motion means your head and neck are doing more work than they ever would in front of a TV or even at the game itself.
Even with the Dual Knit Strap, the Vision Pro is heavy and coming from extended daily use with a Meta Quest 3, I felt the Vision Pro's weight immediately pushing down on my face, and it stayed there throughout my time. For shorter sessions, it is manageable. For longer viewing, headset weight may be the biggest thing holding this use case back even if it isn't the only thing.
Immersive Broadcasts And Lighter Headsets
Immersive viewing isn't just the future of sports, concerts, and entertainment – it's here today, to quote William Gibson, just "not evenly distributed." The sense of presence here is too compelling to ignore. What feels less certain is how quickly the hardware evolves, how the technical implementation will improve, and how it will scale to become mainstream.
Ian's hands-on experiences with Steam Frame would suggest a much more lightweight experience that could be worn for extended periods, and he showed me how slim the Bigscreen Beyond headset is, which takes the minimal small and light form factor to the extreme. He also hasn't worn the Frame for an extended period, yet, and neither Apple nor the headset manufacturers have shown any indication that Apple's top tier immersive programming is coming to any headset other than one with an Apple logo shown at startup.
So, much as it was in 2016, and in 2024, right now immersive sports still feel like a glimpse of the future even if it works now. It is not a default viewing mode. What Apple is doing with Vision Pro and Apple Immersive is not a finished product. It is a preview. And as previews go, this one is strong enough to make me want more, even as it makes clear how much work remains to create a mass-market experience.
