[Rumour] PS3 Cross game chat and why it's currently MIA - EA butthurt?


Recommended Posts

I promised you all an update on Cross-Game chat, so here it is.

And you're not going to like it.

As I told you before, Cross-game voice chat has been in the works for a while now. I mentioned last time that it was on target for 3.0 providing that we didn't hit any snags. Well guess what, we hit a snag! An all too familiar snag.

Time for a history lesson.

How many of you remember what it was like before FW 2.4? That's right - no in-game XMB. No custom soundtracks. In-game XMB was the most heavily requested feature at the time and we worked tirelessly in order to get it in (By "we", I mean Sony Japan - as I said before, FW isn't my department). It very nearly didn't happen, you have no idea how difficult it is to backport a feature like that onto a system (the game) that doesn't even know its there, but somehow we managed it. Well, for most titles. There are still the odd few titles out there that don't support in-game XMB ("black" titles).

Custom soundtracks was another one we had working in nearly every title. Obviously it was never going to work in black titles, but about 95% of the titles that worked well with the in-game XMB, had custom soundtracks working as well.

So what happened? Why is it that titles HAVE to be developed specifically with custom soundtrack support when it was working more or less just fine?

Is it because Microsoft owns the patent on custom soundtracks in games?

This is something that makes me laugh every time I see one of the less educated ones spouting it off. That's an absolute fabrication. Patents don't matter, Sony as a whole infringes upon thousands of patents through the whole company, both hardware and software. If you infringe a patent, you pay royalties to the owner or find a different way of doing the same thing that doesn't infringe. That's it. Microsoft infringes upon all kinds of patents we own but that's up to legal to sort out.

No, the reason we had to drop Custom soundtrack support like that has nothing to do with Microsoft. It does, however, involve a different company. A rather large company.

You see, one of their games happened to fall into the 5% that didn't support in-game custom soundtracks. And they did not like this.

When they found out that a new firmware update was going to suddenly make one of their games look inferior to just about every other game released, they protested. A lot.

They threatened everything, from legal action to dropping support for the PS3 all together.

What could we do? There was almost no way of getting it to work correctly due to the way their game was made (i.e. Poorly) and we certainly couldn't leave a broken implementation in there. That's when the hard decision was made to remove all support for older titles and instead adopt the "opt-in" approach that, to this day, most developers simply ignore. I have to hand this to Microsoft - they did their system right from the beginning and by completely separating it from the developers, they have universal support. Its very unlikely that you'll ever see mandatory support for custom soundtracks in games on our system, I'm afraid.

So yeah, lets nail this on the head: The next time someone starts blaming Microsoft for something the PS3 doesn't have, tell them they're an idiot, they don't know what they're talking about. Are we clear on this? This is a pet peeve of mine because while everyone's happy to go around blaming Microsoft, the real culprits are getting off scott-free. Of course, I can't actually name them directly or, should I get caught, I might even get done for slander (you can never be too careful), but you can figure it out - it's not Activision and they have a poor history with the PS3.

So what has this got to do with Cross-game voice chat?

Guess.

I warned you that we might hit a snag and we did. We've found a couple of titles that just don't like it. Similar to the custom soundtrack fiasco, it can cause lag, crashes, desyncronisation (very very bad when this happens), you name it. It can't be used in these games and it just so happens that some of these games are owned by the same company I've been talking about above.

So we're in a predicament: Cross-game chat is useless if only certain games support it. It's not too bad if its just the odd one that doesn't like it, but at this rate we'd have to drop support for the ENTIRE back catalogue, which would (As I said) make the whole thing useless.

Furthermore, we can't rely on developers to implement direct support for it. It didn't work with Custom Soundtracks, so why would it work here?

So right now, we're trying every little trick in the book to find a solution that works for everyone, but don't hold your breath on this one, so far it looks like the best you're going to get is a gimped implementation of it that only works with a handful of new games.

Now as I said, FW isn't actually my department and even I'm not supposed to know some of this stuff, but this is actually where we are right now. It sucks majorly, but there you have it. Depending on the end result, it could come in FW 3.1 or it could come in FW 4.0, hell it might not even come at all but rest assured they are working very hard on it. And if it doesn't come, you know who to blame.

Source: http://forums.n4g.com/Cross-game-chat-and-...IA-m700070.aspx

Think this deserves it's own discussion and before anyone goes "OMGZ N4G LOL", this guy detailed the PS3 slim months before launch even down to the new buttons it was going to have and OtherOS support being removed. You can't do that by chance, at least not the OtherOS part, why would an every day person trying to get some hits even think to touch on Linux support?

I also want people to read this so they stop blaming MS with in-game music like I did, it's nothing to do with patents, tell anyone next time you see them saying it is

So what happened? Why is it that titles HAVE to be developed specifically with custom soundtrack support when it was working more or less just fine?

Is it because Microsoft owns the patent on custom soundtracks in games?

This is something that makes me laugh every time I see one of the less educated ones spouting it off. That's an absolute fabrication. Patents don't matter, Sony as a while infringes upon thousands of patents through the whole company, both hardware and software. If you infringe a patent, you pay royalties to the owner or find a different way of doing the same thing that doesn't infringe. That's it. Microsoft infringes upon all kinds of patents we own but that's up to legal to sort out.

No, the reason we had to drop Custom soundtrack support like that has nothing to do with Microsoft. It does, however, involve a different company. A rather large company.

You see, one of their games happened to fall into the 5% that didn't support in-game custom soundtracks. And they did not like this.

As for the whole thing, if we find it who's creating such a fuss over some stupid legacy games from months/years past they're going to get a grilling. Sony is to blame for not making a universal system day 1, but if Sony were sitting on universal music support and now universal in-game voice chat (minus 5% of legacy games), that's a plus on their early software development failure they should be allowed to correct in the gamers interests.

Edited by Audioboxer
As I said in the other thread, why not just work with the game developer to patch their game(s)? That's what makes this story have a certain odour to it.

Did you read my post in the other topic?

Taking development teams off of new upcoming games to sit and spend weeks/months patching some game that's been out for months/years costs money, time and effort. A publisher would rather let their legal department spend their timing mouthing off threats than take their paid developers off a new project to patch an old game that will most likely make no new cash-flow.

Patching something as large as custom music support/in-game XMB or voice chat into a game won't be some walk in the park - They'll be many hooks in the code needing changed, then a large Q&A process of testing the whole game from start to finish. Most devs can't even be arsed patching in trophy support let alone something harder.

When publishers are nickeling and diming us for DLC all over the joint you really think they're going to be nice enough to do all the above for free? Cause they certainly couldn't charge for an in-game xmb/music/voice patch :laugh:

Did you read my post in the other topic?

Taking development teams off of new upcoming games to sit and spend weeks/months patching some game that's been out for months/years costs money, time and effort. A publisher would rather let their legal department spend their timing mouthing off threats than take their paid developers off a new project to patch an old game that will most likely make no new cash-flow.

Patching something as large as custom music support/in-game XMB or voice chat into a game won't be some walk in the park - They'll be many hooks in the code needing changed, then a large Q&A process of testing the whole game from start to finish. Most devs can't even be arsed patching in trophy support let alone something harder.

Why can't Sony do it then?

Or they could even have a hook in there that detects the games that bork it, and completely disable the feature before loading the game.

Ah, I missed that post, sorry.

Well, unless it was a staple franchise like MGS (which isn't so staple anymore) then there's no reason for Sony to care about these developers. If they dropped support for the PS3, they would lose a lot of money, end of.

Maybe I'm in denial but I'll believe that proper implementation of these features might still come if Sony feels confident enough that they don't need this developer's games to succeed. Backwards compat with games that use the current implementation shouldn't be a problem, as not only are there few such games but the per-game soundtrack could just override the OS-set soundtrack.

first company i thought of was EA... other then Activision who else is there that's that big?

nothing changes for me though, it's clear now that the 360 is the social console of this generation and sony need to stop chasing it and just prepare for the next generation. i'm not saying this feature wouldn't be welcomed by some, but if you've managed this long without it...

Why can't Sony do it then?

Or they could even have a hook in there that detects the games that bork it, and completely disable the feature before loading the game.

Uhhh Sony DID do it, the issue is with the way some legacy games are coded, it won't work without code change... It states clearly in post 1...

In-game XMB was the most heavily requested feature at the time and we worked tirelessly in order to get it in (By "we", I mean Sony Japan - as I said before, FW isn't my department). It very nearly didn't happen, you have no idea how difficult it is to backport a feature like that onto a system (the game) that doesn't even know its there, but somehow we managed it. Well, for most titles. There are still the odd few titles out there that don't support in-game XMB ("black" titles).
Custom soundtracks was another one we had working in nearly every title. Obviously it was never going to work in black titles, but about 95% of the titles that worked well with the in-game XMB, had custom soundtracks working as well.
What could we do? There was almost no way of getting it to work correctly due to the way their game was made (i.e. Poorly) and we certainly couldn't leave a broken implementation in there. That's when the hard decision was made to remove all support for older titles and instead adopt the "opt-in" approach that, to this day, most developers simply ignore.

The issue is the "5%" of titles that didn't work, within that a publishers game was included that went off on a hissy fit.

Some of you people could really do with learning to read. I specifically said it was NOT Activision. I thought I gave enough hints as to who it was without directly stating it, but I guess not, so lets try this again, except we'll make it interesting. Here lies the answers, lets see who is clever enough to figure it out?

SXQncyBub3QgQWN0aXZpc2lvbi4NCkl0J3Mgbm90IFViaXNvZnQuDQpJdCdzIG5vdCBDYXBjb20uDQpJdCdzIG5vdCBJbnNvbW5pYWMuDQpJdCdzIG5vdCBL

b25hbWkuDQpJdCdzIG5vdCBUYWtlIDIuDQpJdCdzIG5vdCBNaWR3YXkuDQpJdCdzIG5vdCBTcXVhcmVzb2Z0Lg0KDQphcmUgd0UgQWxsIGdldHRpbmcgdGhlI

HBpY3R1cmUgeWV0Pw0KDQpPbmUgcG9pbnQgSSB3YW50IHRvIHJlaXRlcmF0ZSAtIHRoZXJlJ3MgYSBkaWZmZXJlbmNlIGJldHdlZW4gdGhlIGdhbWVzIHRoYX

QgZGlkbid0IHdvcmsgd2l0aCBpbi1nYW1lIFhNQiBhbmQgdGhlIGdhbWVzIHRoYXQgRElEIHdvcmsgd2l0aCBpbi1nYW1lIFhNQiBidXQgRElETidUIHdvcms

gd2VsbCB3aXRoIGN1c3RvbSBzb3VuZHRyYWNrcywgc28gc3RvcCBwaWNraW5nIG91dCB0aGUgb25lcyB0aGF0IHNpbXBseSBkaWRuJ3QgZG8gaW4tZ2FtZSBY

TUIuDQoNCkFsc28sIGl0IHdhc24ndCBqdXN0IE9ORSBnYW1lIHRoYXQgY2F1c2VkIHRoaXMsIGVpdGhlci4gQWx0aG91Z2ggb25lIHRpdGxlIGRvZXMgY29tZ

SB0byBtaW5kIGFuZCBpdCB3YXNuJ3QgZXZlbiB3aGF0IHlvdSBvciBJIHdvdWxkIGNhbGwgYSAiQmlnIiBnYW1lLiBJJ2xsIGdpdmUgeW91IGEgaGludDogSF

BhdE9vZlAu

As for those curious as to why I would call the whistle on this, tell me good sir, what would you do? You have a vested interest in the company you work for and you see this other company constantly getting in the way. Oh sure, on the outside everyone's all buddy-buddy, but that's just good business. And that's what it boils down to - business. Why fix something that doesn't need to be fixed when you can just **** over everyone else and get away with it? You know Sony isn't going to make a huge fuss, they can't afford to alienate publishers and developers (especially HUGE ones), not when Microsoft and Nintendo are happy to welcome them with open arms. Still, all our hard work and it just gets ****ed down the drain because one company can't be bothered doing some support? I ask you again - what would you do?

Oh and I appreciate all of you guys trying to spread this around, I hope that they'll back track and enable that feature for as many titles as they can eventually, but don't be surprised if Sony themselves denies this, after all their priority is to maintain good ties with publishers and developers.

It's Ubisoft :p

Yup, my bet also.

The text is base64 encoded, and reads:

It's not Activision.

It's not Ubisoft.

It's not Capcom.

It's not Insomniac.

It's not Konami.

It's not Take 2.

It's not Midway.

It's not Squaresoft.

are wE All getting the picture yet?

One point I want to reiterate - there's a difference between the games that didn't work with in-game XMB and the games that DID work with in-game XMB but DIDN'T work well with custom soundtracks, so stop picking out the ones that simply didn't do in-game XMB.

Also, it wasn't just ONE game that caused this, either. Although one title does come to mind and it wasn't even what you or I would call a "Big" game. I'll give you a hint: HPatOofP.

EDIT: Formatting.

Edited by Belazor
  • Like 1
are wE All getting the picture yet?

So it is EA... ?

Damn that's a kicker considering everything EA have done on the PS3, but I guess this is true

Oh sure, on the outside everyone's all buddy-buddy, but that's just good business.

edit: lol Belazor did you decipher that yourself? Looks like you are first :p

Also what is this game?

I'll give you a hint: HPatOofP.

Don't forget, it simply might not be possible to patch older games that way. You know how it is with console development, you build your game to get as much out of that system as you possibly can. Every byte of data is used to the maximum (ideally, anyway). Essentially, what Sony did was change that system. Maybe custom soundtracks use a little bit more CPU time that the game needs? I dunno, I honestly don't, but its still a possibility as to why it couldn't be done.

But then again, maybe the company in question just didn't want to spend the money to do it?

EDIT: Where did that post come from?

edit: lol Belazor did you decipher that yourself? Looks like you are first :p

Yeah I did, I recognise a base64 string when I see it, and I have a web server on my computer, just ran it through base64_decode() :p

Also what is this game?

One of my friends theorise it could be a Harry Potter game.

It's not Activision.

It's not Ubisoft.

It's not Capcom.

It's not Insomniac.

It's not Konami.

It's not Take 2.

It's not Midway.

It's not Squaresoft.

are wE All getting the picture yet?

One point I want to reiterate - there's a difference between the games that didn't work with in-game XMB and the games that DID work with in-game XMB but DIDN'T work well with custom soundtracks, so stop picking out the ones that simply didn't do in-game XMB.

Also, it wasn't just ONE game that caused this, either. Although one title does come to mind and it wasn't even what you or I would call a "Big" game. I'll give you a hint: HPatOofP.

This site works too.

Fsck EA, we want in-game music and chat support.

I understand that Sony has to maintain compatibility with each change in the OS, but these are major changes for the better and that is just a game that wouldn't benefit from either...

Jeez...really interesting post, assuming it's all true. Really sucks though. No developer/publisher should have that much control over a platform holder.

Seeing as EA were pretty much keeping the PS3 afloat during it's rougher times (and still generating a lot of income now with things like FIFA), I think Sony would oblige to do everything to keep them happy for better or worse... EA are not a publisher you want to hold back on you, people lap up their sports franchises.

We can only hope this kicks up enough fuss online for either Sony or EA to make a statement of some sorts.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • AMD RX 9070 GRE AI, Blender benchmarks vs 9070 XT, 7800XT, Nvidia RTX 5070, 4070 by Sayan Sen Earlier this week, we shared the first part of our review of AMD's new RX 9070 GRE. It was about the gaming performance of the GPU, and we gave it an 8 out of 10. As a follow-up, similar to how we did with the 9070 XT and non-XT, we are doing a dedicated productivity review for the RX 9070 GRE as well, where we compare it against the 9070 XT, 9070, 7800 XT, as well as Nvidia's 5070 and 4070. This will include AI, rendering, compute, and more benchmarks. AI performance, especially, is a very important metric in today's world, and AMD also promised big improvements thanks to its underlying architectural improvements. We will be pitching it against the data we already have for the RX 9070, and RX 9070 XT, but also the Nvidia 5070 FE, MSI GeForce RTX 4070 VENTUS 2X 12G, and Gigabyte Radeon RX 7800 XT GAMING OC 16G as they are in a similar price class, but also because we do not have a comparable 5060 Ti card lying around here that we can compare it against. Before we get underway, this is a collaboration between Sayan Sen and Steven Parker, who lent me his test bed. Also, there was no editorial input from AMD. First up, the specs of the RX 9070, 9070 XT, and 9070 GRE, which were given to us by AMD: Radeon RX 9070 GRE Radeon RX 9070 Radeon RX 9070 XT Boost Clock: Game Clock: up to 2.79GHz up to 2.20GHz up to 2.52GHz up to 2.07GHz up to 2.97GHz up to 2.40GHz Stream Processors 3,072 (48 CU) 3,584 (56 CU) 4,096 (64 CU) Ray Accelerator 48 56 64 AI Accelerator 96 112 128 ROPs 96 128 Texture Mapping Units 192 224 256 Memory 12 GB GDDR6, 18Gbps Clock, 192-bit Bus 432 GB/s 16 GB GDDR6, 20Gbps Clock, 256-bit Bus Effective Memory Bandwidth: 640 GB/s Infinity Cache 48 MB (3rd Gen) 64 MB (3rd Gen) Card Bus PCI-E 5.0 X16 Output 2x HDMI 2.1b 2x DisplayPort 2.1a Power consumption 220W 304W Recommended PSU 650W 750W Slot width 2x 3x Price (SEP) $549 $599 As you can see from the specs above, it is less than the standard RX 9070 in every way that counts, except for slightly higher Boost and Game clock speed. Design Moving on, the RX 9070 GRE we were given is an XFX Swift triple-fan, dual-slot design with two 8-pin connectors. At 30cm (self-measured), it will fit in most systems easily. There is no RGB either. The AMD Radeon RX 9070 GRE by XFX from all angles. Test system Our test system consists of the following: Lian Li O11 Dynamic Mini V2 Flow (Amazon|Newegg) ASUS Z890 ProArt Creator WiFi (Amazon|Newegg) Intel Core Ultra 7 270K Plus (Amazon|Newegg) Thermal Grizzly KryoSheet - 44x37 (Amazon|Newegg) 2x 16GB G.Skill Trident Z5 RGB (7200 MT/s in XMP) (Amazon|Newegg) Sabrent Rocket4 Plus 2TB SSD (Amazon) Windows 11 25H2 (Build 26200.8246) AMD shared a press driver based on the recently released Adrenaline 26.5.2 that we were required to use. We now move on to our benchmarks. First up, we have Geekbench AI running on ONNX. For some reason, the 9070 GRE does exceptionally well here in both half-precision (FP16) and single-precision (FP32). It manages to beat the RTX 5070 and RX 9070 non-XT, and is only behind the 9070 XT. Since Geekbench runs in short bursts instead of continuously hammering the graphics card, it seems the GRE's faster boost clocks are helping here. Next up, we move to the UL Procyon AI test suite, starting with the image generation benchmark. We chose the Stable Diffusion XL FP16 test since it is the most intense workload available on Procyon. The Nvidia cards do very well here, as even the 4070 out-muscles AMD's best fairy easily. The positive thing about the GRE is that it gets quite close to the 9070 non-XT in this test; this indicates that the VRAM does not play a very big role here, as SD XL relies on float16 (FP16). So this is something to keep in mind again. If you wish to work with float32 AI workloads, graphics cards with larger than 12 GB buffers would likely emerge as victors. Regardless, the gains are still massive on AMD's 9000 series compared to the 7000 series. Following image generation, we move to the text generation benchmark. This is one test where the 9070 GRE struggled, quite a lot. It seems that the 12 GB VRAM and lower memory bandwidth of the new Radeon 9070 GRE are hurting it quite a bit; the split is massive, especially in a test like Llama2, which packs 13 billion parameters. As such, in all the tests, the 9070 GRE is the slowest of the lot. Next, we tried Blender, and here the AMD GPUs were beaten by Nvidia. Rendering is something the Green team has always had a lead over the Red side, and it has not changed so far. On the positive side, though, the 9070 GRE shows significantly better results than the 7800 XT, which means AMD is on the right path. Catching up to Nvidia, though, will require a lot more effort. And we hope HIP and ROCm can keep improving. Wrapping up AI testing, we measured OpenCL throughput in the Geekbench compute benchmark. The RX 9070 GRE alongside the 9070 did not fare well here at all, even falling behind the 7800 XT. Interestingly, even the RTX 5070 could not beat the 4070 on OpenCL, so perhaps this suggests that OpenCL optimization may not have been a priority for either AMD or Nvidia in the modern era. Conclusion We reached the end of our productivity performance review of the 9070 GRE, and we have to say it's a mixed bag. Unlike the 9070 and 9070 XT, the GRE excels in some areas while losing ground fairly easily in others. Similar to how it happened in gaming, any time the card's memory subsystem gets hammered, it tends to fall behind the others. This was the case with text generation, wherein we saw the VRAM sometimes hit its maximum available 12 GB of usage with larger model sizes. So what do we make of the RX 9070 as a productivity hardware? It can certainly be used, but you have to know it has its limitations. For those looking for a GPU that can deal with more, AMD recently unveiled the Radeon AI PRO R9700, which is essentially a 32 GB refresh of the 9070 XT with some additional workstation-based optimizations. On a similar note, the new Ryzen AI Halo platform is something you can consider if you want to set up a local AI processing station. Considering everything, we rate AMD's Radeon RX 9070 GRE a 7.5 out of 10 for its productivity performance. Price is less of a factor for those looking at productivity cases compared to those considering the GPU for gaming, and as such, we felt it did quite decently on many occasions and can be handy if you need a 12 GB GPU and, for some reason, don't want to get Nvidia. Purchase links: RX 9070 / XT / GRE (Amazon US) As an Amazon Associate, we earn from qualifying purchases.
    • Does anyone here know if these updates are integrated into the UUP dump isos?
    • Motrix Next 3.9.4 by Razvan Serea Motrix Next is a modern, open-source cross-platform download manager built as the official next-generation successor to the original Motrix project. It has been completely rewritten using Tauri 2, Vue 3, TypeScript, and Rust, while still relying on the powerful Aria2 download engine for high-speed multi-protocol transfers. The app supports HTTP, HTTPS, FTP, BitTorrent, ED2K and magnet links, offering advanced features like multi-connection acceleration, task scheduling, bandwidth control, and batch download management. With a significantly reduced install size (around 20MB), it focuses on being lightweight, fast, and resource-efficient compared to traditional Electron-based download tools. Designed for Windows, macOS, and Linux, Motrix Next delivers a clean, modern UI inspired by Material Design 3 principles, with smooth animations and a minimal workflow. It improves usability through better download organization, system tray integration, and enhanced torrent handling including selective file downloads and tracker management. Motrix Next features: Multi-protocol downloads — HTTP, FTP, BitTorrent, Magnet, .torrent, ED2K, and Metalink tasks BitTorrent — Selective file download, DHT, peer exchange, encryption controls, metadata caching, GeoIP peer flags, and tracker probing Browser extension integration — Embedded Extension API with independent authentication, download confirmation, smart auto-submit, filename hints, referer/cookie forwarding, and real-time controls (Chrome Web Store · Edge Add-ons) Safe filename handling — Content-Disposition, RFC 2047, non-UTF-8, percent-encoded, and extensionless URL resolution with path traversal sanitization Download organization — Favorite and recent folders, optional file-type categorization, stale-record cleanup, and completed history backed by SQLite Concurrent downloads — Independent controls for active tasks, HTTP connections per server, segments per file, and BT peer limits Speed control — Global and per-task upload/download limits with day-of-week and time-of-day scheduling System integration — Tray operation, optional tray speed display, macOS Dock badge/progress, protocol handlers for magnet://, thunder://, and motrixnext:// Lightweight mode — Destroys the WebView on minimize-to-tray while Rust keeps the engine, task monitor, notifications, history, and extension routing alive Notifications and power options — Native task start/complete/failure notifications, keep-awake during downloads, and optional shutdown after completion Network controls — Scoped proxy support for downloads, app updates, and tracker updates, plus system proxy detection Auto-update channels — Stable, Beta, and Latest Across Channels policies with separate download and install phases Diagnostics — Structured logs, exportable diagnostic ZIPs, database integrity checks, automatic DB rebuild, and Linux GPU rendering fallback Personalization — Light/dark/system theme, 10 color schemes, 26 languages, and first-launch system language detection Motrix Next 3.9.4 changelog: Motrix Next 3.9.4 promotes the 3.9.4 beta cycle to stable. This release refreshes bundled engine binaries, improves task detail readability and copy actions, expands link handling for magnet and ED2K workflows, polishes responsive navigation and text wrapping, updates browser extension documentation, and refines network preference controls. New Features Task Detail copy actions — Added copyable values for task metadata and reusable render functions for long text fields. Magnet and ED2K lifecycle support — Added task lifecycle handling for magnet and ED2K links. History cleanup for deleted tasks — Deleted tasks can now remove matching history records. User-Agent management — Added user-agent management and improved related network preference controls. Browser extension documentation — Added the Firefox Add-ons link for the Motrix Next extension. Improvements Engine binaries — Updated bundled binaries for supported architectures. Task Detail readability — Long task names, URLs, tracker values, and copyable metadata now render more clearly. Deletion messaging — Refined localized task deletion text for clarity and consistency. Text wrapping — Improved URI input wrapping and task name multiline display. Navigation layout — Improved sub-navigation responsiveness. Disk allocation default — Changed the default file allocation method to trunc. Proxy controls — Improved proxy button styling in network preferences. Download: Motrix Next 64-bit | ARM64 | macOS ~20.0 MB (Open Source) Links: Website | macOS / Linux | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • NVIDIA officially supports Ubuntu, as linked above with the GeForce NOW Hands on I did in collaboration with Paul Hill.
    • TO be clear I am not running linux today, however I keep thinking about it. And I want to make sure there are minimal obstacles if I decide to make that switch in the coming months.
  • Recent Achievements

    • Proficient
      Eric Biran went up a rank
      Proficient
    • Dedicated
      Conjor earned a badge
      Dedicated
    • Week One Done
      Windows Guy earned a badge
      Week One Done
    • Dedicated
      Mark Spruce earned a badge
      Dedicated
    • Collaborator
      conkir earned a badge
      Collaborator
  • Popular Contributors

    1. 1
      +primortal
      479
    2. 2
      PsYcHoKiLLa
      244
    3. 3
      Steven P.
      72
    4. 4
      FloatingFatMan
      66
    5. 5
      +Edouard
      66
  • Tell a friend

    Love Neowin? Tell a friend!