Recommended Posts

Build 635 Released | Opera 9.20 //Unix build only!

hotfix

By csant. Friday, 6. April 2007, 06:30:03

After updating to new X libs on some Linux distros, Opera stopped working. We are looking into the issue, and in the meantime we have a hotfix ready for you.

Happy Easter! :)

If you do not want to install a weekly release but continue running version 9.1, you can change the "DefaultDepth" option to 16 in your /etc/X11/xorg.conf file, as this will also work around the problem.

+

hotfix 2

By csant. Saturday, 7. April 2007, 07:30:15

It's Easter time - but we are busy…

Yesterday we issued a hotfix for a crash on startup caused by a recent update on several Linux distros of libX11, to patch CVE-2007-1667. A few users reported some sideeffects - we have a better fix for you now.

Thanks for all the quick feedback - enjoy the new build, and Happy Easter! :)

Official changelog

Changelog for Opera 9.20 beta for Windows

Changelog for Opera 9.20 beta for Mac

Changelog for Opera 9.20 beta for UNIX

Download links

Unix

Source // Desktop Team

libX11 // libX11 @ csant's log

Notice: Don't forget this from builds 598 (unix builds) and + >> Upgrading will now attempt to merge the default searches with your own. Look out for bugs! Make a backup!

Build 636 Released | Opera 9.20 //Unix build only!

all good things…

By csant. Sunday, 8. April 2007, 09:39:05

…come by three, they say :D

The new UNIX build should now fix the crashers several people were still seeing after updating libX11 and running the last hotfix.

Hope this is it, for this busy Easter "vacation" :) - and thanks again for all the feedback!

Official changelog

Changelog for Opera 9.20 beta for Windows

Changelog for Opera 9.20 beta for Mac

Changelog for Opera 9.20 beta for UNIX

Download link

Unix

Source // Desktop Team

libX11 // libX11 @ csant's log

Notice: Don't forget this from builds 598 (unix builds) and + >> Upgrading will now attempt to merge the default searches with your own. Look out for bugs! Make a backup!

Opera 9.20 [Ogg Theora experimental version]

A call for video on the web

Posted on April 17, 2007

by H?kon Wium Lie

It's time to make video a first-class citizen of the web. We, the users, have video cameras in our pockets and the bandwidth to tranfer more clips and streams than we can watch. What's missing is a an easy way to integrate video into web pages, and native support for video in browsers. We, the web community, should address this by adding a video element to HTML:

<video src="demo.ogg">

In addition to giving video an HTML element, we must also agree on a baseline video format that will be universally supported, just like the GIF, JPEG and PNG image format are universally supported. It's important that the video format we choose can be supported by a wide range of devices an that it's royalty-free (RF). RF is a well-establish principle for W3C standards.

The Ogg Theora format is a promising candidate which has been chosen by Wikipedia.

At Opera, we have built an experimental version that has native support for Ogg Theora. For now, it is only available on Windows. NOTE! Do not choose to start Opera in the installation process. After installing, exit the installation process and start the the experimental build manually.

Here are some pages using the video element:

opacity

simple

three

hiof

hiof

Download link>

Windows only!

Source // Opera Labs

More infos + feedbacks // Try Opera with native Theora video support @ Haavard's log

Current work

By olli. Friday, 20. April 2007, 07:48:27

Hi guys

We are currently working on Kestrel. There will be some cool new features, but also a lot of bug fixing. We won't have a weekly here for a little while, but when we have something to present you guys will be the first to know ;)

Sadly, no new build, but its good to see Kestrel is coming along :)

  • 2 weeks later...

New features:

- Some shadows of Kestrel //Some shadows of Kestrel

- More CSS 3 selectors //The Rendering Engine for the Wii >>

These changes are just a preview of what you can expect from Kestrel. Current internal builds of Kestrel fix the text-shadow problems, implement even more CSS Selectors, and fix even more bugs. There are plenty more nice additions, too.

Bingo >>

The Next Wave: Opera 9.5 (Kestrel) and Opera 10 (Peregrine)

Submitted by Alastor on 4 May, 2007 - 13:58.

Opera Software is quite busy, actually that busy that two versions are coming. And not just on one platform, no the intention is to link many platforms together, meaning the desktop release will simultaneously come with the release for devices and mobiles. Currently Opera 9.5, code named Kestrel, is planned for a golden final release this year, while the first preview of Opera 10, code named Peregrine, will appear at the end of this year.

So what is Kestrel? A falcon. And also a warming up present from Opera Software. But you shouldn't take that too negatively, Kestrel is an in-between release, while Peregrine is the next major release (Opera 10). Kestrel will introduce some of the rendering engine changes from Peregrine which don't have a too high impact yet on the entire release. Peregrine itself, also a falcon, will have major rendering engine changes (of course everything that's in Kestrel), improvements to the user interface, performance enhancements and stunning new features. What we can expect remains to be seen, but I'm betting on an entirely new skin, one that fits Windows Vista and Mac OS X 10.5 (Leopard), as well as features that, just like Speed Dial, will make the news headlines.

In this article we mainly discuss the upcoming Kestrel release as news on Peregrine is still very limited due to it's early stage.

Rendering engine improvements

Support for CSS3, where especially selectors will get a major addition. One of the most noticable is text-shadow support (multiple shadows, maximum blur limitation) to have, well, text with shadows behind them. Amongst other fixes include correct (not IE compatible) support of document.getElementById(), which should return the id, not the name. Additionally changes are in the house for the rendering of tables and fixes for rounding problems (using ems).

Opera Mail improvements

Kestrel will include at least the first run of changes for Opera's mail client (aka M2), consisting of a new back-end, which should end any freezes when checking mail as well as fixes for corrupted search and indexes. Uncertain is yet if the second run of changes will make it, where a long awaited newsgroup feature is coming (what could it be?). Mail client operability is also important, and Kestrel will have full support (part of it is already in Opera 9.2) for exchanging mails between Apple Mail and Opera Mail. The problem was apparently caused by Apple Mail, which doesn't fully comply with the RFC standards for exchanging messages. One of the annoying Opera Mail bugs will also be fixed where attachements are renamed to .tmp files rather than their original names, due to content-type recognition problems.

User interface fixes

Although no major user interface work is planned for Kestrel there seems to be a little hope that there will be a couple of small, yet wanted, changes. One of the possible changes could be site specific support for the content blocker. The code is already there, but it keeping your hopes up it's stable enough to include in Kestrel. Additionally site specific preferences for opera:about will work correctly in Kestrel. For the Linux platform a fix is included where when the tab bar is disabled (with the window panel on), and tabs are minimized icons are displayed (a remnent from MDI).

And more...

Support for extra security through HttpOnly cookies will be included in Kestrel (as it will be in Firefox 3), which should prevent renegade scripts on a site setting the cookie from reading the cookie. Userjs for https should be working in Kestrel according to Mitchman.

Unconfirmed future features

Support for the <video> tag is already present in an experimental build on Opera Labs. Microsoft Silverlight support, which by the sounds of supporting competition could be included as a default plug-in, just like Flash? For Peregrine we might see HTML 5 support as well as offline web applications (beyond Widgets) following the WHATWG specifications.

As always, please remember this is a rather incomplete article on all the changes that we can expect for Kestrel (Opera 9.5), and especially Peregrine (Opera 10). With the passing of time, and when we get new builds from the Opera Desktop Team, we'll learn more and more of what Opera Software has up its sleaves. With Kestrel this year, and Peregrine probably next year there's a lot of work being done, and a lot coming for all of us to see of the famous Opera Software innovations for the web.

Source //The Next Wave: Opera 9.5 (Kestrel) and Opera 10 (Peregrine)

Opera 9.5 (Opera Kestrel) >>

Upcoming SVG support in Opera and a Wii suprise

While it is probably well known within the SVG community (or not judging by the number of SVG sites that block Opera, and tell the user to download Firefox), there is maybe a lack of awareness in the web design community at large about just how many strides Opera has made in its SVG 1.1 support. As this test from Jeff Schiller states:

In roughly a year, the Opera browser went from being one of the least usable SVG implementations (no scripting/DOM support) to the best native implementation and achieved a higher score than the famed Adobe SVG Viewer

Opera has the best native SVG support of any browser on the market, and is only beat out by Batik 1.7 (great work guys) for the most compliant engine. Things don't stand still however, and I've already blogged previous about support for using <a="http://my.opera.com/dstorey/blog/2007/02/01/using-svg-through-css-to-spice-up-your-d">SVG as a background image and list image in CSS

in internal builds of Opera Kestrel. This is not the only improvements however. Kestrel will also support:

Support for using SVG files in the image element

SVG Tiny 1.2 vector-effect [spec]

SVG Tiny 1.2 navigation [spec]

SVG Tiny 1.2 handler [spec]

Speed improvements and optimisations

Many general bug fixes of our support of animations, text, SVG DOM methods and filters

Not only that, but Kestrel is still in active development, and there will be further support for SVG added before it goes final. But for much of this one doesn't have to wait until Kestrel goes into public beta. This is because The Internet Channel for Wii includes some of the modules from the Kestrel branch of our core rendering engine. This means that some of our improvements, both to CSS3 selectors and SVG 1.1 are already out there, sitting next to your TV, ready to be checked out. Bare in mind that the Wii is limited to two fonts, so visual results may vary. Go check it out and see what you think…

New to SVG, or want to check out some techniques? Go check out our tutorials on Dev.Opera.

Source //Upcoming SVG support in Opera and a Wii suprise

Opera 9.21 build

Hi

I know you all are awaiting 9.50 to play with, but in the meanwhile we will have a update on Merlin.

We have kept the fix rate at a minimal here so the few fixes we have here are the high pri ones

Changelog

*Setting font style in the UI now works again

*Larger search field in speed dial, looked a bit chunky on smaller resolutions

*Added Yahoo Answers to built in search

*A number of crashes fixed and memory leaks plugged

*Proxy PAC files now read from system on Windows and Mac

*Windows media player 11 NP version now works without crashing. Get it here

Mac specific

*Added support for Smart Crash Reports

Download:

Windows MSI

Windows Classic

Macintosh

Unix

I guess we have to wait some more, until we can test 9.5 (Kestrel) :)

  • 1 month later...
Yet another merlin build

I know ya'll are awaiting Kestrel builds, but we are not yet there. We do though have a few stability fixes in the pipeline for 9.22

Changelog

*A lot of improvements to Bittorrent. Downloading large files should now work a lot better.

*Bolding of fonts in toolbars and dialogs should now work

*The Silverlight plugin should now work

UNIX

*Turned off shared memory by default. Manually enable it by setting the variable OPERA_NUM_XSHM to a suitable value.

Download:

Windows MSI

Windows Classic

Macintosh

Unix

*Screeny waits patiently for a Kestrel build

  • 3 weeks later...
  • 2 weeks later...

Hooray, the Magician's still not dead:

Fun with the fuzzer

Yesterday Mozilla released their jsfunfuzz tool at the Blackhat convention in Las Vegas. The tool is very useful for stress-testing the javascript engine and its stability. While running the tool, we found four crashers - one of which might have some security implications.

Here is a build that should address all of the issues: test it, give it a spin with the tool - and please report any crashers you might find with the fuzzer, and most importantly: send us a crashlog along with it!

Have fuzz fun! And many thanks to Mozilla for sharing their tool.

Download:

Windows MSI

Windows Classic

Macintosh

Unix

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Posts

    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
    • [Price Drop] PDF Expert for Mac v3 is still half off by Steven Parker Today's highlighted deal comes via our Apps + Software section of the Neowin Deals store, where for only a limited time you can save 42% on PDF Expert One-Time Purchase. PDFs remain the best way to transmit documents, but editing them isn't possible with standard Mac software. PDF Expert changes that, allowing you to edit PDF text, images, links, and outlines quickly and easily. Typo in a contract? Easy fix. Need to rework a complete section of a document? No problem. PDF Expert provides a series of essential functions that will transform the way you work with documents on your Mac. It recognizes text and OCR, makes edits, and fills out forms. And with the “Enhance” feature powered by AI, it will fix distortions, remove shadows and improve contrast so that even difficult-to-read documents look great. EDIT Change the text. Easily fix typos, update numbers, or add entire paragraphs Insert images. Update logos in a contract or add a new graph to a report Add links. Enrich your PDFs by linking to other pages or external websites ANNOTATE Highlight the important. Make the most valuable content stand out at a glance Comment on PDFs. Add text to PDFs, insert pop-up notes & write your thoughts in the margins Add stamps. Review documents with our set of stamps or create custom stamps for any workflow ORGANIZE Merge PDFs. Combine multiple files into one PDF document Manage pages. Add, delete, rearrange, or rotate PDF pages with ease Split PDFs. Extract pages from PDFs & save them as separate files CONVERT Convert to PDF. Turn JPG, PNG, Word, PPT, and Excel to PDF PDF to Word. Convert PDFs into editable Word documents PDF to image. Turn PDFs into JPG or PNG images PDF to Excel. Convert PDFs into Excel spreadsheets PDF to PPT. Save PDFs as PowerPoint presentations PDF to text. Convert PDFs into editable TXT files FILL OUT Fill out PDF forms. Easily fill out PDF forms by just clicking on them Sign documents. Add your signature to a PDF in a few clicks. Let customers sign documents with handy one-time signatures Redact PDFs. Blackout or erase confidential information from your documents RECOGNIZE TEXT OCR text in PDF. Recognize the text, so you can search, highlight & copy it Enhance scans. Fix distortions, remove shadows & improve contrast Crop & split pages. Split double-page scans into separate pages & remove undesired margins Good to know: Length of access: Lifetime Redemption deadline: redeem your code within 30 days of purchase Access options: Mac Max number of device(s): Unlimited usage on personal macOS devices Version: PDF Expert 3 for Mac (macOS) Updates: Get continuous support and bug fixes. Additional new features may come at an extra cost. PDF Expert One-Time Purchase normally costs $139.99, but you can pick it up for just $69.97 for a limited time, that represents a saving of $70 (50% off). For a full description, specs, and license info, click the link below. Deal Price One time cost now only $69.97 (was $139.99) Although priced in U.S. dollars, this deal is available for digital purchase worldwide. Support queries If you have queries or need support for any of the Neowin Deals, please use the contact form here. Neowin Deals are managed and sold by StackCommerce who represent Neowin on an affiliate basis. We post these because we earn commission on each sale so as not to rely solely on advertising, which many of our readers block. It all helps toward paying staff reporters, servers and hosting costs. Other ways to support Neowin Whitelist Neowin by not blocking our ads Create a free member account to see fewer ads Make a donation to support our day to day running costs Subscribe to Neowin - for $14 a year, or $28 a year for an ad-free experience Disclosure: Neowin benefits from revenue of each sale made through our branded deals site powered by StackCommerce.
  • Recent Achievements

    • Collaborator
      conkir earned a badge
      Collaborator
    • Rising Star
      olavinto went up a rank
      Rising Star
    • One Month Later
      lamborghiniv10 earned a badge
      One Month Later
    • Week One Done
      lamborghiniv10 earned a badge
      Week One Done
    • Reacting Well
      X-No-file earned a badge
      Reacting Well
  • Popular Contributors

    1. 1
      +primortal
      504
    2. 2
      PsYcHoKiLLa
      271
    3. 3
      Skyfrog
      75
    4. 4
      +Edouard
      75
    5. 5
      Steven P.
      71
  • Tell a friend

    Love Neowin? Tell a friend!