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Reçu — 7 mars 2026 1.3 🖥️ Tech. English

NVIDIA questions China strategy and prioritizes upcoming AI chip generation

7 mars 2026 à 06:00
Geopolitical tensions between the US and China have increasingly impacted the global semiconductor market in recent years. This is particularly evident in the case of NVIDIA, whose AI accelerators play a central role in training modern language models and in data centers. New reports suggest that the company needs to rethink its production strategy after […]

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GPT-5.4: OpenAI combines reasoning, coding, and computer control in one model

7 mars 2026 à 06:00
OpenAI has introduced GPT-5.4, a new generation of its Frontier model, taking a significantly different approach than in previous versions. While earlier models were more divided into different specializations, GPT-5.4 aims to combine reasoning, programming, knowledge work, and agentic tasks in a single system. The goal is to create a more universal model that can […]

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iQoo 15 Ultra combines gaming hardware with flagship features

7 mars 2026 à 06:00
With the iQoo 15 Ultra, Vivo subsidiary iQoo presents a smartphone that specifically combines gaming features with classic high-end specifications. The device is therefore not aimed exclusively at mobile gamers, but attempts to deliver as complete a package as possible, covering performance, camera, and battery life. The first thing that stands out is the smartphone’s […]

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Homelab Basics: Debian as a Server—Installation and Configuration under Proxmox, ESXi, or Bare Metal

7 mars 2026 à 05:30
Whether used as a host for Docker or other services, Debian is probably the most widely used operating system in homelabs and for servers. Famous for its absolute stability and reliability, which are considered more important than the latest features or versions, it is an excellent choice. This basic guide covers only the installation of […]

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Reçu — 6 mars 2026 1.3 🖥️ Tech. English

Turtle Beach Burst II Pro Review

Par : pzogel
6 mars 2026 à 20:08
Following 2024's Burst II Air, the 56 g Burst II Pro retains the ambidextrous shape and optical main buttons switches, but adds 8000 Hz wired and wireless polling. PixArt's PAW3950 sensor is used, and Turtle Beach advertises up to 150 hours of battery life at 1000 Hz and 40 hours at 8000 Hz.

Apple Immersive's Elevated Series Reaches The Alps

6 mars 2026 à 18:42

The Apple Immersive series Elevated reaches the Alps in its new Switzerland episode, with its narrative, visual, and audio choices giving these vantage points meaning.

Perspective in the Apple Immersive Video series Elevated is not just about altitude. It is rooted in how narrative, visual and audio choices work together to give those vantage points meaning.

What Is Apple Immersive Video?

The Apple Immersive Video format is 180° stereoscopic 3D video with 4K×4K per-eye resolution, 90FPS, high dynamic range (HDR), and spatial audio. It's typically served with higher bitrate than many other immersive video platforms.

We highly praised Apple Immersive Video in our Vision Pro review. It's not possible to cast or record Apple Immersive Video though, so you'll have to take our word for it unless you have access to a Vision Pro.

Switzerland is the newest episode of Elevated available, following sweeping journeys over islands of Hawai’i (Episode 1) and Maine (Episode 2).

Across all three episodes of the series so far, a consistent creative approach gives each immersive episode the feeling of an authentic, elevated experience that grounds sweeping landscapes in context and perspective.

Storytelling That Creates A Sense of Journey

Majestic landscapes are never presented as simply beautiful and often unreachable views. Each episode carries visitors over dramatic terrain with local narrators framing these destinations as living, ever-changing environments. From landscapes shaped by powerful forces of nature in Hawai‘i to the breathtaking beauty of autumn in Maine, the episodes reinforce that our earth is alive and constantly evolving. This storytelling makes each journey over the real, visually stunning ultra-high-resolution moments captured in 180-degree stereoscopic video feel that much more precious.

Image for the Maine episode (02) of the Elevated series.

Consistent Scale and Changing Perspectives

Another important creative choice of Elevated is not just the heights it reaches, but the scale it preserves. Visitors’ sense of scale in relation to these environments remains consistent and true to life, creating the sense of presence as oneself within each destination. From a small number of moments where you begin seemingly standing on the ground in Maine and Switzerland, to rising above snowcapped mountains, rugged coastlines, or dense forest - the visitor's proportion to the landscapes holds. This has not always been the case with Apple Immersive content.

Also, while these moments on the ground are limited in the series so far, beginning at ground level before lifting into the grandeur of elevated views makes a meaningful difference. The moment in Switzerland when I'm standing at the base of mountains is now a visceral memory for me, just as much as flying over The Alps. Seeing the detail of fall leaves up close at the beginning of Maine deepened my appreciation for the vast canopy revealed moments later from above. Establishing proportion on the ground reinforces the scale that follows. The contrast is what gives the ascent weight. Elevation feels more powerful when I understand the texture, distance, and human scale of what exists below.

Image for the Hawai'i episode (01) of the Elevated series.

Camera Movement and Transitions That Feel Natural

Movement in immersive experiences is critical to get right when it's not the visitor controlling it. The speed and steadiness of the camera movement in this series offers a consistent almost ethereal quality to the pace of the flights giving visitors time to look around and absorb detail before the perspective shifts. Transitions between views also feel fluid, and not rushed or abrupt. Instead, the change in scene often feels as if perfectly timed to when visitors may have simply chosen to turn their head to look out another window into new scenery. Like previous episodes, Switzerland maintains that discipline, guiding visitors through an expansive journey across the country’s hard-to-reach terrain.

Action Entering From Outside the Frame Challenges Immersion

In the opening scene of Switzerland, the episode begins at ground level, allowing me to register the scale of the surrounding mountains and the quiet beauty of the ice skating path in front of me before ascent. For the first time in the series, it also experiments with introducing people into the opening scene before ascent. Two skaters enter from my right on the ice path and glide ahead in the direction I had already taken in. Instinctively, I turn to see where they came from and meet the edge of the frame of the 180-degree immersive video. In earlier episodes, I was engaged with the details of the evolving landscapes in my field of view and never felt compelled to look beyond them. Here, the entry point pulled my attention outside the designed field of view. Had the skaters entered and locked eyes with me, or stopped to playfully pick up some snow, for example, the moment could have anchored focus forward instead of prompting curiosity toward uncaptured space.

Frictionless Control Expands Moments

Epic content like this benefits from how naturally Apple Vision Pro features can be controlled. The visuals of Switzerland are so expansive and pausing to take them in with a simple gaze and pinch feels instinctive, not disruptive to the sense of immersion. My time in Switzerland felt longer than eight minutes because of that. I paused when up-close with an old castle overlooking a village. I easily found the beginning of the scene to fly right next to the Matterhorn mountain multiple times.

More of This Please

Switzerland reinforces what Elevated consistently demonstrates. Beautifully detailed visuals, compelling narrative, thoughtful pacing and preserved scale work together to create a true sense of journey. In a medium where spectacle is easy, creating the illusion of immersion is harder, especially with a limited field of view. Elevated proves that the most compelling immersive travel experiences are not only defined by where you go, but by how thoughtfully you are taken there with the best technologies available to the storytellers.

Darts VR2: Bullseye Coming To Quest, PlayStation VR2 & PC VR Soon

6 mars 2026 à 18:27

Darts VR2: Bullseye, an arcade-flavored darts game, is coming soon to all major VR platforms.

Gamitronics and Evolution Publishing have announced that Darts VR2: Bullseye is coming soon to Meta Quest, PlayStation VR2, and PC VR via Steam. The sequel to Darts VR combines classic darts games with "high-octane" modes and arcade-style gameplay, perhaps best exemplified by the game's "Zombies" mode, described by the developers as a mode that "will test your aim under pressure as hordes of the undead come for a bite!"

A teaser trailer shows a highly stylized arcade look, with a green zombie's hand shattering the earth, rising up to grip a flaming dartboard. It's pretty intense.

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The arcade flavor of Darts VR2: Bullseye is joined by more realistic game modes, such as 501, Around the World, and more. Online leaderboards, achievements, in-game pundit analysis, and customizable cosmetics round out the feature set.

A release date has not yet been announced, but you can wishlist Darts VR2: Bullseye now on the Meta Horizon StoreSteam, and PlayStation.

Attacks on digital supply chains are becoming a key risk to global IT security

6 mars 2026 à 06:00
Cyberattacks on companies are increasingly shifting from direct attacks on individual organizations to complex attacks on digital supply chains. Instead of targeting a single infrastructure, attackers are increasingly using shared software components, platforms, or service providers as entry points to simultaneously reach a large number of downstream systems. An analysis by cybersecurity company Group-IB shows […]

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NVIDIA cleans up driver chaos: Game Ready Driver 595.71 should finally stabilize Resident Evil Requiem

6 mars 2026 à 06:00
Sometimes a driver is just a driver. Sometimes it’s a little lesson in how quickly a seemingly routine update can turn into a performance debacle. That’s exactly what happened recently with NVIDIA, specifically with Resident Evil Requiem and a whole series of GeForce drivers that caused each other more problems than they were supposed to […]

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Rambus accelerates HBM memory: New HBM4E controller achieves up to 4.1 TB/s per chip

6 mars 2026 à 06:00
Semiconductor and IP provider Rambus has unveiled a new memory controller for the upcoming HBM4E standard. The solution is primarily aimed at future AI accelerators, high-performance computers, and modern GPUs, which require ever-increasing memory bandwidths. According to the manufacturer, the new controller represents a significant leap in performance over previous implementations and is set to […]

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Intel’s foundry gamble: 18A, 14A, and packaging are expected to finally halt the billions in losses by 2027.

6 mars 2026 à 06:00
Intel Foundry is expected to break even in 2027. Not to “get rich” or “scare TSMC,” but simply to stop treating every quarterly financial statement like a burst pipe. And suddenly, this goal seems less like investor theater and more like a plan that, at least on paper, has a chance of success. The triggers […]

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MacBook Neo: Apple’s colorful budget laptop brings iPhone technology to the Mac range

6 mars 2026 à 06:00
Apple is expanding its Mac portfolio with a new entry-level model. With the MacBook Neo, the manufacturer is launching its first significantly more affordable Mac laptop, which also features several unusual design choices. The new computer combines a colorful design with iPhone technology inside, clearly targeting price-conscious buyers, students, and first-time users. The MacBook Neo […]

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Glorious GMMK PRO 3 HE keyboard review: Magnetic precision meets customization demands

6 mars 2026 à 05:30
Introduction and Unboxing With the GMMK PRO 3 HE, Glorious expands its portfolio with a magnetic Hall effect keyboard that is clearly aimed at ambitious gamers and individualists. The compact layout meets a CNC-milled aluminum case, while modern magnetic switches inside ensure particularly precise and freely configurable actuation points. Instead of classic mechanical contacts, Hall […]

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Reçu — 5 mars 2026 1.3 🖥️ Tech. English

Asustor Drivestor 2 Gen2 AS1202T Review

5 mars 2026 à 21:30
The Asustor AS1202T is a budget friendly NAS that delivers surprisingly good storage performance while being quiet and power efficient. It does have some interesting quirks though and it might also be a sign of things to come considering component pricing trends.

Peak Rhythm Early Access Review: We're Going Up Up Up

5 mars 2026 à 19:05

Launching in Early Access today on Quest, Peak Rhythm seeks to refresh the rhythm genre with pulse-pounding music set against a unique climbing mechanic.

To say I like Rhythm games is a cosmic understatement.

I've poured thousands of hours into the genre. I helped localize the English release of the Dreamcast cult classic Cool Cool Toon, and spent nine months hounding Masaya Matsuura, creator of PaRappa the Rapper, for an interview. When I had the opportunity to speak with Shawn Layden, former President of Sony Interactive Entertainment America, all we talked about was Vib Ribbon.

There's no other way to say it. I am obsessed with rhythm games.

So when I say that Peak Rhythm is a very good musical rhythm game, you've simply got to trust me.

The Facts

What is it?: Musical rhythm game in VR, where you climb to the beat.
Platforms: Meta Quest (reviewed on Quest 3S)
Release Date: March 5, 2026
Developer: Zeitlos Interactive
Publisher: Impact Inked
Price: $12.99
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It's the Climb

As is typical of many rhythm games, the gameplay hook behind Peak Rhythm is somewhat hard to describe. Despite the developers' somewhat obtuse explanation that Peak Rhythm is "a VR rhythm-climbing game where music drives momentum," I wasn't really sure what to expect. Once I'd spent a few minutes in the game, however, it all began to make sense.

The simplest way to describe Peak Rhythm is to say it's a game in which you climb in time with the music. You begin each stage standing face to face with a bare climbing wall, upon which handholds appear at various times and in various places. These handholds are color-coded, and surrounded by a ring which closes in time with elements of the game's music. The goal of Peak Rhythm is to grab the various handholds with the appropriate hand at exactly the right time (when the ring finishes closing).

Pink handholds are meant to be grabbed with your pink (left) hand, while green handholds are meant to be grabbed with your green (right) hand. Handholds may appear above, below, or to your sides, and on more advanced stages, reaching them may require complicated crossovers, leaps, or drops. Blue handholds can be grabbed with either hand, and it's important to be mindful of what handhold is coming next, after the blue one, so that you have the appropriate hand available when needed.

Grabbing a handhold with the wrong hand or with criminally poor timing will cause you to fall off the climbing wall onto a platform that follows closely beneath (think of it as a rope that doesn't allow you to fall too far). When this happens, you have to scramble your way back up the wall and grab the next available handhold. The music never stops, so getting back into the groove as quickly as possible is important.

Special handholds also exist to spice things up. There's a twist mechanic, in which certain handholds require rotation in time with the music. It's an interesting wrinkle that feels much better in practice than I expected.

The goal of each stage is to grab the handholds at the right time with the correct hand, to scramble yourself along the wall in time with the music. The better you do, the higher you climb in both the game world and on the game's leaderboards.

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More Than a Feeling

With music and rhythm games, especially in VR, it's all about feeling. How does the game make you feel? Does the action match with the rhythm? Do you feel like you're experiencing the music in a meaningful way, and does the gameplay support this?

When I saw Peak Rhythm's first gameplay trailer, I had doubts. I couldn't imagine how effectively what I was seeing would translate to a gameplay experience. To be honest, I thought it looked tiresome. By the end of my first climb, I realized I had been wrong.

Peak Rhythm's gameplay is tight and refined, distilled down to an essential core that feels perfect. The act of lifting and placing your hands to the beat of a song is intuitive and instantly rewarding. The songs are well-designed to complement the gameplay, which is intelligently balanced and consistently interesting. There's an intangible element here which exists in all of the best rhythm games, which allows you to ebb into and out of a sort of flow state, where the music and gameplay becomes so well-linked that playing the game feels the same as listening to a great album.

The built-in soundtrack features original tracks spanning several genres, including drum & bass, dubstep, and house, with tracks from FEISTLING, Killin' Void, Ion Diary, and funiel, and while I admittedly hadn't heard of these artists prior to my time with Peak Rhythm, their tunes are consistently great and the entire set list suits the game perfectly.

On top of all that, Peak Rhythm will get you moving. We're not talking about Beat Saber levels of activity, but you will burn a few calories, and that's at least a happy side-effect of playing a fun game.

In addition to the game's native tracks, Zeitlos Interactive has also developed a beatmap editor with which users can create their own custom stages using their own music files.

This feature immediately puts me in mind of Sony's Vib Ribbon, which I previously mentioned, a PlayStation game released in 1999 that invented and patented a method for creating custom levels based on the audio files from any CD that the player might insert into the system. While that now-ancient PlayStation game could automatically generate levels from any music file on its own, Peak Rhythm's custom song system relies on human users to do the work of creating a beatmap and custom stage.

Still, user-generated content hypothetically gives the game near-infinite replayability, plus a sort of custom soundtrack perfectly suited to each player's unique taste.

The developers have let me know that "the custom song feature works through a standalone desktop app." And while this hasn't been published during my pre-release play period, I'm told it should be available at launch, and that a "work-in-progress version is currently circulating within Impact Labs (QA and playtesting)."

Screenshot of Peak Rhythm's custom level maker desktop app.

Comfort

Peak Rhythm is playable in sitting, standing, and room scale configuration. In addition, there are numerous options for audio levels, comfort, and accessibility, including input adjustments, and selectable offset for player height.

Trouble

All that said, no game is perfect and Peak Rhythm is no exception. The visuals are uninspired. While this graphical simplicity makes the rhythm gameplay more legible, I can't help but be disappointed by the general lack of visual interest present in the immediate environment, in the backgrounds, in the central starting hub and menus... essentially, everywhere.

We're supposed to be climbing a skyscraper at night. This should be the coolest looking thing I've ever seen. But as it exists today, it's bland.

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And while the soundtrack is great, as mentioned, it's still quite limited. This can be forgiven, perhaps, on account of the game's Early Access status and its allowance for custom songs. But I'm reaching. There simply needs to be more music in this musical rhythm game.

Lastly, there's no multiplayer. While a multiplayer mode is planned for an upcoming update "shortly after launch," I can't review features that don't yet exist, nor do I know what shape the game's multiplayer will take. For now, the omission is a notable strike.

It's the End of the Review As We Know It (And I Feel Fine)

On balance, Peak Rhythm is a very good game, and with further development beyond its Early Access period, it could easily become a great one. The team's planned roadmap is ambitious. We'll just have to see how closely and quickly they stick to it.

After spending a few days scrambling up its skyscrapers, leaping, reaching, and scampering along with its eclectic (though limited) soundtrack thumping in my ears, Peak Rhythm feels like a favorite album, a game that I'll return to again and again.

Peak Rhythm is out now in Early Access on Quest for $12.99.


UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.

Mixed Reality Dinosaur Building Game Le Dino Labo Launches On Quest Today

5 mars 2026 à 19:00

The built-for-Quest puzzle game allows players to piece together full-scale fossils of iconic dinosaurs.

Le Dino Labo is a mixed reality puzzle builder in which players reconstruct fossils of dinosaur skeletons bone by bone. The game uses full hand tracking interaction, allowing fragments of iconic dinosaurs to be examined, rotated, and assembled into complete creatures all within the player's real-world environment. When a dinosaur is completed, it springs to true life size, driving home the sheer enormity of these ancient creatures.

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The base game is available now and includes five dinosaurs: Tyrannosaurus Rex, Spinosaurus, Parasaurolophus, Styracosaurus, and the airborne Pteranodon.

In addition to today's release, the game's developers have announced an upcoming DLC, "Jurassic Giants," which includes three species from the Jurassic era, and a roadmap for future updates that includes new themed packs, deeper skeletal manipulation, enhanced environmental integration, and more.

Le Dino Labo is available now on the Meta Horizon Store priced at $4.99.

nDreams Announces Layoffs And Closure Of Two Studios

5 mars 2026 à 17:19

nDreams Near Light and nDreams Compass will be shut down as part of the restructuring.

Veteran developer nDreams has announced another mass restructuring that will result in two of its three studios shutting down and a staff reduction of up to seventy-eight employees at all levels, 'including senior leadership.' This is the troubled studio's third round of layoffs, following similar restructurings in 2024 and 2025. nDreams Compass and nDreams Near Light will be closed with nDreams Elevation remaining as the core business focus moving forward.

nDreams Closes Two Internal VR Studios But Opens A New One Called Compass
nDreams has closed two studios as part of its ongoing restructuring program, bringing 40 staff members into its new ‘Compass’ studio.
UploadVRHenry Stockdale

nDreams Compass was formed when two previous studios, nDreams Studio Orbital and nDreams Studio, were both shut down. Forty members from those two teams combined to form Compass, with the remaining staff being laid off. Compass's focus was the emerging market of younger VR users, powered by the success of free to play titles like Gorilla Tag. Compass's debut title, Wreckin' Raccoon, a chaotic sandbox experience in the vein of games like I Am Cat, released on Meta Quest in September 2025.

nDreams Near Light's most recent title was Frenzies, a free to play arena shooter that released in Early Access on Quest in October 2024. A planned PlayStation VR2 port was canceled in 2025. It also released Top Hat, a world in Meta's Horizon Worlds in March 2025.

nDreams Elevation, the remaining studio, was first formed in 2022 to focus on high fidelity, AAA-level VR games. Its most recent title was Reach, a cinematic action adventure game plagued by unfortunate PC VR compatibility issues and reports of players getting soft locked and unable to complete the game. The official statement says Elevation currently has around one hundred twenty staff working on various projects.

nDreams is owned by parent company Aonic, who purchased the company for $110 million in 2023.

Puzzling Places Is Coming To PC VR Next Month

4 mars 2026 à 17:15

Puzzling Places, a delightful 3D jigsaw puzzle game, will launch on Steam in April.

Realities.io has announced that their VR jigsaw game, known for turning real-world locations into hand-crafted 3D puzzles, is coming to PC VR for the very first time on April 9 via Steam.

Puzzling Places has previously been available on QuestPlayStation VR2, Pico and Apple Vision Pro, where it has been very popular and cumulatively amassed over 3,000 user reviews. The Steam release brings the game's intricate miniature puzzle scenes to a new audience, along with two game modes (Classic Mode or the guided Journey Mode), and adjustable difficulty levels.

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The Steam release has naturally been optimized for VR, but will also be playable as a flat screen experience on desktop and Steam Deck. Cross-device play will allow users to jump from VR to flat screen devices at their leisure.

When Puzzling Places debuted on Meta Quest, our reviewer called it "a resounding success," and "[...] one of the best and most unique puzzle games on the platform."

Puzzling Places will launch on Steam on April 9th. It's available now on QuestPlayStation VR2, Pico and Apple Vision Pro.

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