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Sony’s new fight stick and gaming monitor launch in August
Sony is sharing new details about some of its upcoming gaming-focused hardware, including pricing and August launch dates for its FlexStrike fight stick and its 27-inch monitor. The FlexStrike fight stick will be available starting August 6th - the same day as the new PlayStation-published fighting game Marvel Tōkon: Fighting Souls - and will cost […]
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Summer Game Fest 2026: All the news from gaming’s busiest week
Get ready for some gaming news. It’s officially June, which means splashy new events from PlayStation, Xbox, and gaming hype man Geoff Keighley. But this season doesn’t just feature the big tentpole shows; there will be a bunch of smaller events, too, and they might feature some promising games as well. But this year’s events […]
科技前沿
ASUS' ROG Xbox Ally X20 bundle includes a limited-edition OLED Ally X handheld PC and AR gaming glasses
ASUS' new ROG Xbox Ally X20 has mostly the same hardware as last year's handheld, but now comes with a new OLED panel.
开发者
Asus just announced the OLED Xbox Ally X of my dreams
If you asked me what I'd change about the Xbox Ally X handheld - aside from fixing Windows, I mean - I'd tell you two key things. First, give me a bigger, better screen. Even a little bit bigger, so games feel less claustrophobic and with less ugly bezel. Second, get rid of the "Library" […]
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AMD’s new pitch: our old tech is so good you should just keep using it
Computex 2026 is underway in Taiwan, and we're expecting all manner of flashy computers with jaw-dropping pricetags (or no pricetags at all) as the entire industry navigates RAMageddon. But for desktop PC gamers, AMD has a different pitch. It's relaunching three old components alongside a big new promise: you won't need to buy a new […]
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The QD-OLED gaming monitor that started it all got a big upgrade
Alienware is taking to this year's Computex 2026 in Taipei to announce some cool gaming monitors, most notably two exciting OLED options that are coming at different points this year. First off, the company is debuting the successor to its very first QD-OLED gaming monitor from 2022 with a refreshed design and high-end specs that's […]
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Intel Targets World's First Mass Production of Glass Substrates for AI Chip Packaging
Intel Foundry's Rio Rancho Facility Moves Toward Glass Substrate Volume Production Reports from Wccftech and Forbes (May 26, 2026) indicate that Intel Foundry's facility in Rio Rancho, New Mexico, is advancing toward becoming the world's first factory to achieve mass production of glass substrates — a next-generation chip packaging technology considered critical for scaling AI hardware beyond current organic substrate limitations. The facility has already begun manufacturing silicon photonics products for external customers and is expected to play a central role in Intel's advanced packaging strategy. Why Glass Substrates Matter for AI Glass substrates address fundamental limitations of current organic (ABF) substrates that are becoming bottlenecks for AI chip scaling: Extreme flatness (<1 μm warpage) enables larger die and chiplet assemblies Low CTE (3-8 ppm/°C) closely matches silicon (2.6 ppm/°C), reducing thermal stress Higher interconnect density due to dimensional stability Better high-frequency performance with low dielectric loss Larger format supporting bigger interposers than organic substrates For AI accelerators that already push CoWoS substrate limits at 5,500+ mm², glass substrates could enable even larger multi-chiplet assemblies. Intel's Advanced Packaging Ecosystem Intel has been building an advanced packaging portfolio: EMIB (Embedded Multi-die Interconnect Bridge): High-density die-to-die connections Foveros : 3D stacking for logic-on-logic packaging Co-Packaged Optics (CPO) : Recently demonstrated glass-core substrate prototypes with CPO Customer Base According to Forbes: Existing customers : AWS, Cisco Reportedly in discussion : Apple, Google, Microsoft, Nvidia, Tesla Commercial Timeline Milestone Timeline Glass substrate R&D announcement 2023 Pilot line (Chandler, AZ) 2024-2025 Silicon photonics production (Rio Rancho) 2026 (active) Glass substrate volume production ~2028-2030 Global Competition Intensifying SKC/Absolics (Korea): Operating pilo
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Azure API Management - Deploy gRPC API on Azure API management using self hosted gateway
This is a complete guide with steps by step process to deploy the gRPC and how to use Azure API Management to import the gRPC API. It cover step‑by‑step guide to deploying a gRPC API on Azure API Management (APIM), grounded in the Microsoft documentation and a real-world deployment workflow. NOTE: This post is published already in GITHUB here. https://github.com/shailugit/apimGrpc/blob/main/README.md The API Management can expose gRPC services, but with important constraints: APIM supports gRPC by importing a .proto file and forwarding calls to a gRPC backend. gRPC requires HTTP/2 end‑to‑end. gRPC APIs are supported in Self-hosted gateway and not supported in APIM v2 tiers. You can't use the test console to test gRPC The major steps claissfied in two major steps Creating a gRPC server Calling the gPRC application using APIM 1. Creating gRPC Application Typical backend deployment steps include the following Create a .NET gRPC server application Create a .NET gRPC client application Test the setup locally Publish the .NET gRPC server to Azure WebApp and verify the service works directly over HTTPS Step-1 As a first step we will be building a .NET gRPC server application. You can skip this step in case you already have gRPC server application. If you would like to view .NET Core sample used for this sample project, please visit here . Step-2 As a second step we will be building a .NET gRPC client application. You can skip this step in case you already have gRPC client. If you would like to view .NET Core client used for this sample project, please visit the below here . Step-3 Once your client and server code is ready here are the steps to Test your application locally Step-4 Deploy the server to Azure WebApp To understand how-to deploy a .NET 6 gRPC app on App Service, please visit here . Please make sure to enable HTTP version, Enable HTTP 2.0 Proxy and add HTTP20_ONLY_PORT application setting as gRPC only work using http2.0 as shown below 2. Calling gRPC from APIM T
开发者
MSI's next-gen monitor can switch between three resolutions and refresh rates
Go from 4K resolution for Crimson Desert to 680Hz for Counter-Strike 2.
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Listen to the new Steam Controller buzz to the tune of Doom
You may have heard that Valve's new Steam Controller can ring like a telephone or do the Wilhelm scream. But did you know it can sing songs, too? Let me show you. Here's the new Steam Controller performing the "Ground Theme" from Super Mario Bros. 2: Here is "Still Alive" from Portal - fitting for […]
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The First Brick on the Walled Garden — Rethinking e-Food Delivery as an Open Protocol
E-food delivery is a trillion-dollar market . And most of that trillion is not going to farmers, store owners, or the people who actually move food around. It's going to the infrastructure layer sitting between them — the platform tax, the per-order cut, the SaaS subscription that charges you to exist inside someone else's garden. The walled garden isn't accidental. It's the product. What if food delivery was a protocol, not a platform? Not an app. Not a marketplace. A protocol — like HTTP, like SMTP — that any node can speak, that no single company owns, and that costs near zero to run. That's what DIFP is. The Djowda Interconnected Food Protocol. An open wire format for connecting food ecosystem participants — farms, stores, restaurants, wholesalers, delivery nodes, end users — directly to each other, without a platform in the middle extracting rent at every step. The spec covers: Presence & discovery — participants announce themselves to their spatial cell, others find them by location Orders, asks, and donations — not just commerce, but demand signals and surplus distribution in the same protocol Spatial routing — the MinMax99 grid maps the entire planet into ~500m cells; every message knows where it's going Decentralized registry — nodes find each other through a federated lobby system, no central server required Version 0.4 of the spec dropped a few weeks ago. Today we're publishing the first working implementation. The gRPC preview — what we built DIFP-gRPC is a skull implementation of the full protocol stack over gRPC. Thin, end-to-end, every domain wired — nothing production-hardened yet, everything clearly marked for what it is. What's inside difp.proto — the entire DIFP v0.4 spec as a single protobuf file. Two services, 30+ message types, the full DifpEnvelope wrapper with a oneof payload that covers every domain: message DifpEnvelope { string id = 1 ; string type = 2 ; // "trade.ask" | "presence.announce" | "node.ping" | … string version = 3 ; MessageSen
产品设计
Acer’s launching a Linux handheld for streaming your PC games
The Acer Nitro Blaze Link might run on Linux, but it's no Steam Deck. Acer says it's a "streaming-first handheld and companion device," like a PlayStation Portal for your PC. Announced ahead of Computex on Friday, it's launching in Q4 2026 with a 7-inch (1920 x 1200) display, Wi-Fi 6, just 1GB of LPDDR4 RAM, […]
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At $549, Lenovo’s Legion Go S gaming handheld is suddenly a good deal
This week, the Steam Deck OLED with 512GB of storage went from $549 to $789, putting it even further out of reach for those who were considering getting one as they came back in stock after months of unavailability. I consider it a tiny consolation that there’s a decent PC gaming handheld that is currently […]
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Acer is making a companion handheld that pairs with its gaming PCs
Acer's upcoming Nitro Blaze Link is a companion handheld for gaming
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This is MSI’s new Claw 8 EX AI Plus gaming handheld
MSI has unveiled a new Claw 8 handheld gaming PC ahead of the Computex 2026 show, and this model swaps out its predecessors' Intel Lunar Lake mobile chip for a specialized handheld processor. MSI describes the Claw 8 EX AI Plus as being the "world's first" handheld to contain the recently announced Intel Arc G3 […]
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Battery Balancing Explained: Passive vs Active Balancing
Lithium battery packs are only as strong as their weakest cell. Whether you're designing a drone battery, an EV pack, or an energy storage system, cell balancing plays a critical role in battery safety, lifespan, and performance. But many developers and hardware engineers still confuse passive balancing and active balancing , or underestimate how important balancing becomes in multi-cell lithium systems. In this article, we'll break down: Why battery balancing matters What causes cell imbalance How passive balancing works How active balancing works Engineering trade-offs between both methods Where each balancing strategy is commonly used 1. Why Battery Cells Become Unbalanced In theory, every lithium cell inside a battery pack should behave identically. In reality, that never happens. Even cells from the same production batch will have slight differences in: Internal resistance Capacity Self-discharge rate Temperature response Aging characteristics Over time, those small differences accumulate. For example: One cell may charge slightly faster Another may discharge deeper One may heat up more under load Eventually, the pack voltage becomes uneven. This is called cell imbalance . 2. Why Cell Imbalance Is Dangerous Imagine a 4S lithium battery pack. If one cell reaches 4.25V while the others are still at 4.10V, the charger must stop to avoid overcharging that single cell. That means: The entire pack never reaches full usable capacity Weak cells age faster Heat generation increases Safety risks become higher The same problem happens during discharge. If one cell drops below the minimum safe voltage earlier than others, the BMS cuts power to protect the pack — even though the remaining cells still contain energy. In other words: A battery pack is limited by its weakest cell. 3. What Is Battery Balancing? Battery balancing is the process of equalizing cell voltages inside a battery pack. The goal is simple: Prevent overcharge Prevent over-discharge Improve pack lifespan I
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Why DDR5 Bandwidth Kills Dual-LLM Inference on APUs (Benchmarks Inside)
Did you know that a 35-billion-parameter model can generate tokens at the same compute cost as a 4B model? That single fact made me abandon a multi-model agent architecture I'd spent a weekend building. But I had to run the benchmarks first to understand why. Here's the full breakdown, with commands, numbers, and the architectural reason it all falls apart on shared-memory hardware. The Discovery That Changed Everything I'd been running qwen3.6:35b on my Minisforum UM790Pro for weeks as my daily coding assistant. 17.8 tokens/second -- genuinely usable for interactive work. But I kept wondering: could I run a lightweight sidecar model alongside it for quick classification and tool-calling in an agent pipeline? Before I even started benchmarking, I dug into what qwen3.6:35b actually is under the hood. It's a Mixture of Experts model: 256 total experts with only 8 activated per token. The architecture also incorporates SSM (State Space Model) components alongside traditional attention -- Mamba-style layers that handle certain sequence patterns more efficiently than pure transformers. The math hit me: 8 out of 256 experts means each token only touches roughly 4-5B parameters worth of compute. The model carries 36 billion parameters of knowledge , but its per-token cost is comparable to a small dense model. I was planning to run a separate 4B model for "fast tasks" next to a model that already operates at 4B-class speed. But I had to prove it with numbers. Hardware and Ollama Setup The UM790Pro specs that matter for this experiment: CPU: AMD Ryzen 9 7940HS (Zen 4, 8C/16T) iGPU: AMD Radeon 780M (12 RDNA 3 compute units) RAM: 96 GB DDR5-5600 (~80 GB/s bandwidth) GPU memory pool: 2 GB dedicated VRAM + 46 GB GTT = 48 GB GPU-accessible That 48 GB GPU pool sounds enormous until you realize it's carved from the same DDR5 that the CPU also uses. There is no separate GDDR6 bus. Everything -- CPU inference, GPU inference, KV caches, OS operations -- flows through one 80 GB/s pipe.
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Official: Intel’s first handheld gaming chip is the Arc G3 and this Acer is using it
Intel is barely in the handheld gaming PC space - but that might be about to change. After the embarrassment that was the first MSI Claw and the excellent MSI Claw 8 AI Plus that followed it, Intel announced it would create custom handheld gaming chips. Today, it's formally announcing them as the Arc G3 […]
开发者
The golden age of handheld gaming is already over
For a few glorious years, a $399 portable gadget could run almost anything you'd want to play. In 2022, the Steam Deck finally made PC gaming portable and affordable. I played through the vast majority of Elden Ring on a Steam Deck, agape that such a rich world could comfortably fit between my two hands. […]
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Handling Localization in PCF Components: A Practical Walkthrough
When you build a PowerApps Component Framework (PCF) component that will be used across multiple geographies, need to serve labels, button captions, validation messages, and tooltips in the user's preferred language. PCF has a built-in answer based on .resx resource files, the same format used by .NET applications. The mechanism is elegant in production — but surprisingly tricky during local development. This walkthrough takes you through the full setup, step by step, and then explains a problem that arises while locally debugging your PCF. Step 1 — Create the strings folder and your first .resx file PCF expects your localized strings to live in a folder (the conventional name is strings ) inside your component directory. Each language gets its own file, named with the pattern: <ComponentName>.<LCID>.resx The <LCID> part is the numeric Locale ID , not the textual code ( en-US , it-IT ). The framework relies on this naming convention to identify which file to load for a given user. Common LCIDs: Language LCID English (en-US) 1033 Italian (it-IT) 1040 German (de-DE) 1031 French (fr-FR) 1036 Spanish (es-ES) 3082 Japanese (ja-JP) 1041 Chinese Simplified (zh-CN) 2052 Portuguese (pt-BR) 1046 For a component called EquipmentGrid , the structure looks like this: EquipmentGrid/ ├── ControlManifest.Input.xml ├── index.ts └── strings/ ├── EquipmentGrid.1033.resx ├── EquipmentGrid.1040.resx └── EquipmentGrid.1031.resx Tip: Always include 1033.resx (English). The PCF runtime falls back to the first <resx> declared in the manifest when the user's preferred language isn't available, and English is the safest default. Step 2 — Author the resource file content A .resx file is just XML. Here's a minimal Italian version ( EquipmentGrid.1040.resx ): <?xml version="1.0" encoding="utf-8"?> <root> <resheader name= "resmimetype" > <value> text/microsoft-resx </value> </resheader> <resheader name= "version" > <value> 2.0 </value> </resheader> <resheader name= "reader" > <value> System.Resou