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Matter Is Finally Ready to Deliver the Smart Home It Promised
Gaming Gear

Matter Is Finally Ready to Deliver the Smart Home It Promised

by admin August 26, 2025


“We’re doing some outdoor products, and now we use Wi-Fi,” he explained. “But in an ideal world, these should be Thread products, because it has much better range, and also it’s low power.”

Chu hasn’t given up on Thread, though, and said testing version 1.4 is going well. The latest version has made it simpler for devices to work in a unified, brand-agnostic, mesh network, regardless of the software or hardware ecosystem being used. It has also streamlined cloud access and simplified device setup, ultimately helping to make Matter more robust, scalable, and user-friendly.

“I think that Matter and Thread has had a lot of negativity in the past few years, but it’s time for the consumers to give it another try,” says Chu. “It’s gotten much better. A lot of people in the industry have been working very, very hard to get it to the point that it’s at today.”

It’s an area of improvement that Richardson is also keen to highlight. “Thread is an important, foundational technology of Matter,” he said. “We are closely aligned with the Thread Group and continue to look for ways to improve the Thread experience within Matter and the use cases that it enables.”

Growing Pains

Thread took most of the early heat when Matter started stumbling, but it wasn’t the only problem. Dev headaches, slow rollout, and a lack of compatible devices have all played a part.

For an emerging standard, this is not unusual. But when the likes of Google, Apple, Amazon, and Samsung team up, it becomes a much bigger story.

“We started this with a lot of fanfare, and usually standards don’t. They sort of start off in a corner, with maybe a couple of super nerdy articles about it, and then, two years later, something shows up when companies start rolling it out.”

That’s the take of Daniel Moneta, chair of the Matter Marketing and Product Subgroup at the CSA. Moneta has also spent the past few years working with Samsung SmartThings in a product and marketing role, giving him plenty of irons in the Matter fire.

“I do think there were a lot of expectations, that maybe we set, but maybe people just had, in terms of things like how quickly it was going to be done, how fast products were going to come out, which problems Matter was going to solve and which ones it wasn’t,” he said.

Moneta believes many criticisms of Matter stem from its tech-fluent early adopters already being obsessive about the details. Speaking as a self-titled “nerdy enthusiast,” he understands.

“We’re very interested in the technical nuance … in looking at things like compatibility matrices. The smart home has historically been for that enthusiast in the home and, almost by definition, a group of people who have greater expectations, want more flexibility, and also maybe want it to do things beyond necessarily what it was built for.

“I’m not saying Matter wasn’t made for that audience, because I think it’s fantastic for that audience,” he continues. “But Matter was also designed for the Ikea buyer or the Samsung TV buyer. The one that goes, ‘I have a Matter hub in this TV I just bought. Maybe I should buy some light bulbs.’”



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August 26, 2025 0 comments
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Hermen Hulst, managing director and co-founder of Guerrilla Games, speaks during a Sony Corp. event ahead of the E3 Electronic Entertainment Expo in Los Angeles, California, U.S., on Monday, June 15, 2015.
Gaming Gear

After cancelling 8 of the 12 live service games Sony promised to release by 2025, PlayStation studios boss says the number doesn’t really matter: ‘What is important to me is having a diverse set of player experiences’

by admin August 25, 2025



By the time Sony started printing money releasing its exclusives onto PC, the company had made a name for itself delivering the biggest and best singleplayer games on the market. Its run of solo PS4 exclusives from Bloodborne to The Last of Us Part 2 was so strong that it blew Microsoft’s console strategy out of the water, in a way that the Xbox has arguably never recovered from. Even we PC heads with our vast Steam libraries had to acknowledge those games were pretty great.

Yet for the PlayStation 5, Sony decided it would almost completely ignore that legacy, and instead be all about live service. In 2022, former CEO Jim Ryan promised Sony would make and release 12 live-service games by 2025. As of 2025, only one of these—Helldivers 2—has enjoyed a successful launch. Seven were cancelled before release. Three are supposedly still in development (including the deeply troubled Marathon) and one of them was Concord.

It’s a strategy that has, so far, proven catastrophic, leaving the PS5 largely bereft of quality first-party exclusives. But if you thought gazing upon this virtual graveyard might cause Sony to reconsider its priorities, think again.


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Concord – Gameplay Trailer | PS5 Games – YouTube

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Sony Interactive Entertainment’s Studio Business Group CEO Herman Hulst was recently asked about Sony’s live-service strategy by the Financial Times (via GamesRadar), as part of an in-depth article about the company’s broader business strategy. “The number [of live-service releases] is not so important,” Hulst told the FT. “What is important to me is having a diverse set of player experiences and a set of communities.”

Instead of changing strategy to avoid massive live-service failures like Concord, or cancellations like The Last of Us Online, Hulst says he basically wants Sony to fail better. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply.”

To change these massive failures into, er, smaller failures, Hulst says PlayStation has implemented several new safeguards, such as “more rigorous and more frequent testing in many different ways.” According to the FT, this includes a higher priority on group testing, more cross pollination of ideas within Sony, and “closer relationships” between top executives. “The advantage of every failure…is that people now understand how necessary that [oversight] is.”

I would be more convinced by what Hulst says if Sony had demonstrated its PS4-era strategy no longer worked before going all in on chasing the theoretical live-service money train. Those glossy singleplayer titles were often enormously expensive to make, and selling games in general has become significantly harder over the last five years. But while Marvel’s Spider-Man 2 seems to have been a commercial disappointment, God of War: Ragnarok was the fastest-selling PlayStation title ever on launch in 2022, and had sold 15 million copies a full year before it came to PC in September last year.

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August 25, 2025 0 comments
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MxBenchmarkPC's - Unreal Engine 5.6 vs 5.4 Comparison
Product Reviews

Unreal Engine 5.6 up to 30% faster than the infamously bad version it succeeds — better graphics fidelity promised, too

by admin June 23, 2025



Unreal Engine 5.6 has been benchmarked, revealing up to an impressive 30% performance gain while boosting graphics fidelity over Unreal Engine 5.4, perhaps finally addressing many of the engine’s infamous stuttering issues. MxBenchmarkPC on YouTube showcased an Unreal Engine Paris tech demo running on an RTX 5080 and Core i7-14700F, comparing the 5.6 and 5.4 versions of the engine against each other at 1440p and 4K resolutions.

The YouTuber provided five runs featuring direct comparisons between engine versions, with several standalone runs mixed in. The first two runs involved moving benchmarks featuring a walk around the streets of Paris. The first run was benchmarked at 1440p, while the second was run at 720p to demonstrate a CPU-limited scenario.

Unreal Engine 5.6 vs Unreal Engine 5.4 Comparison – Significant Performance Improvement | RTX 5080 – YouTube

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In the first run, Unreal Engine 5.6 was 22% faster compared to version 5.4; additionally, CPU usage dropped by around 17% on average across all 16 threads (of the 14700F’s 8 P-cores) with version 5.6. The 720p run showed even greater gains for Unreal Engine 5.6, which outperformed version 5.4 by a whopping 30%. The last three runs (with direct comparisons of 5.6 vs. 5.4) involved static shots of different areas of the city. These three runs were anywhere between 15% to 22% faster on Unreal Engine 5.6 compared to version 5.4.


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The Paris demo also showcased improved environmental and object lighting in most scenes. Interior scenes are particularly darker with chairs and tables gaining extra shadowing in 5.6 over 5.4. The improved lighting fidelity gives the demo a more photorealistic look in version 5.6, while version 5.4 lighting looks more “gamified” by contrast.

Version 5.6’s massive improvement in performance can be attributed to several updates the devs made to the engine. Including offloading more tasks from the CPU to the GPU for workloads related to its Lumen global illumination system, and the introduction of the Fast Genometry plugin that improves open-world loading speeds. Unreal Engine 5.6 is primarily a performance-focused patch targeting 60 FPS with hardware ray tracing on the latest consoles, high-end PCs, and powerful mobile devices.

We have yet to see any games (beyond Fortnite, allegedly) taking advantage of Unreal Engine 5.6. But this new update provides the best opportunity yet for the engine to rid itself of its infamous stuttering issues plaguing many Unreal Engine 5 titles.

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June 23, 2025 0 comments
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MindsEye guy
Gaming Gear

MindsEye hotfix promised for the end of this week as Steam rating sinks back down to ‘mostly negative’

by admin June 12, 2025



After an ugly launch that saw its Steam rating crater to “mostly negative,” briefly climb to “mixed,” and then biff it back to “mostly negative,” MindsEye developer Build a Rocket Boy says it’s working “around the clock” on performance improvements, and that the first in a series of planned patches is slated to arrive on PC at the end of this week.

The team acknowledged on launch day that the game’s minimum system requirements “are very high” and said on Reddit that developers are “working around the clock to improve performance on mainstream hardware as well as consoles.” In a subsequent update on Steam, Build a Rocket Boy went into more detail about what it has in the works.

“Right now, our top priority is game performance,” the studio wrote. “We understand that the requirements are high and have limited the experience for many of you, and for this, we sincerely apologize.


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“Improving performance across all devices is our immediate focus. A patch that begins our commitment to address this is scheduled for the end of this week on PC, which will also roll out to consoles as soon as possible.”

The first hotfix will include:

  • Initial CPU and GPU performance improvements, along with memory optimizations
  • Reduced difficulty for the CPR minigame
  • A new setting to disable or modify depth of field
  • A fix for an issue with missing controls for the MineHunter and Run Dungeon minigames
  • Pop-up warnings for PCs that have Hardware Accelerated GPU Scheduling disabled, and PCs with CPUs that have potential crash issues

Build a Rocket Boy also said the content creation platform Build.MindsEye is now fully accessible, and it’s also working to resolve problems with missing DLC, which will be added to owners’ accounts as soon as possible.

The release of MindsEye has indeed been a mess, to the extent that Build a Rocket Boy seemingly cancelled a sponsored stream with CohhCarnage, literally as the stream was starting—”first time that’s happened,” the streamer said.

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The real trouble facing Build a Rocket Boy is that while the technical issues are very real, MindsEye’s bigger problem is simply that it’s not very good. We don’t have a review but PC Gamer’s Tyler Wilde has played the first two hours—and his impression was that “the Steam collective had it right back when the reviews were ‘mostly negative’.”

It’s impossible to properly review a game after just a couple hours of gameplay, but this does not look good:

Ironically, MindsEye ran pretty well for Tyler, despite his aged RTX 2070 Super GPU: “I was a bit worried that my stubborn refusal to upgrade would finally defeat me, because early negative Steam reviews often come from players who have technical problems, but it’s stable for me, if frequently ugly on the settings I’m using. It’s gone all slideshowy a couple times, but only in narrative moments where it didn’t screw me up. The faces look nice, at least.”

Build a Rocket Boy encouraged players to continue sharing feedback through “support channels, Discord, Reddit, and through direct messages on social media,” and promised that it reads them all—”even the tough ones.”



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June 12, 2025 0 comments
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