
Director. Creator & Producer of @badheroestv I do cool thingies. Follow me on @ithreebit.bsky.social Host of @PixelatedEcho Podcast on Sundays at 8pm EST
Joined September 2016
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Watch the Grand Theft Auto VI Launch Trailer, featuring the debut of “Flower in a Hurricane" from original score composers Justice feat. Tame Impala, SZA, and King Gizzard & The Lizard Wizard.
Grand Theft Auto VI arrives on XBOX Series X|S November 19: xbx.lv/4iAkMES
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We are excited to share that AMD FSR 4.1 will be available to developers on XBOX Series X|S very soon.
We have partnered closely with our friends @AMD to optimize and tune the models to deliver incredible performance and quality on both consoles and the ROG XBOX Ally and Ally X.
This sets the foundation for our work together as we collaborate on FSR Diamond and Project Helix.
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Told ya!
Xbox and AMD just revealed FSR 4.1 for Xbox Ally X, Xbox Series X, AND Xbox Series S.
This could be transformative for the Xbox Series S and Ally X in particular, boosting performance without sacrificing picture quality.
DETAILS: windowscentral.com/gaming/xb… 👇👇
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I have hopes but the doubts are also pretty high as well…
A U.S. congressman wants to change how we legally “own” video games.
Rep. Ritchie Torres has announced plans to introduce the Power To The Players Act, a bill that would direct the FTC to create rules protecting consumers who buy video games.
The proposal would give players three basic rights:
>The right to own the games they purchase, rather than simply receiving a revocable license
>The right to keep playing games after online servers are shut down, through an offline mode
>The right to transfer or resell games they own
Torres argues that if a company can take a game away simply by shutting down its servers, then the consumer didn’t really buy the game in the first place.
Torres also hopes the legislation could eventually establish a precedent for ownership rights across other parts of the digital economy:
“If you pay for it, you own it.”
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🎥 Just spotted this beautifully detailed breakdown shared by @xuanfengbowen. The evolution from sketch to polished animation is unreal!
#Animation #DigitalArt #AnimeArt
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Replying to @therealcliffyb
Yep, coding the last 20 years has been a journey - 100% self learned.
AI now though is going to make it so people don't have to "know" how to code.
Excited to see what super creative people who have great drive but can't code are able to come up with in the upcoming years.
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Shoutout to Remedy announcing their next game via DLC, gotta be my favourite gender fr
Thank you for the support ❤️ For playing, sharing, and being a part of the community.
#CONTROLResonant
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Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team:
Team,
The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.
In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.
These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.
To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.
I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.
Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.
Asha
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I love to see this clip coming back round after so many years - I spent around 6 weeks working on that train crash simulation and, if I remember rightly it produced around 5000 fracture pieces, so we had to optimise the hell out of it just to get this scene to run! 😅
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Okay maybe I underestimated the #foreverphysical crowd...






























