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Nasdaq opens lower after tech stock rout, Bitcoin dips
Crypto Trends

Nasdaq opens lower after tech stock rout, Bitcoin dips

by admin August 20, 2025



Nasdaq opened lower on Wednesday as stocks looked to steady after tech stocks led a rout that had major gauges slipping ahead of Federal Reserve meeting minutes and a key economic event this week.

Summary

  • Nasdaq Composite opened lower on Wednesday, with the tech heavy index shedding 0.5% in early trades.
  • Stocks were showing weakness as investors awaited Federal Reserve’s minutes.
  • Bitcoin traded near $113,000 having fallen sharply along tech stocks.

The Dow Jones Industrial Average opened about 60 points higher and the S&P 500 hovered just below the flat line, down 0.15%. However, the tech-heavy Nasdaq Composite opened more than 0.5% lower.

Nasdaq Composite’s slight dip follows Tuesday’s bruising outing for risk assets, with broader weakness for top tech stocks, including all of the “Magnificent Seven”: Apple, Microsoft, Amazon, Google parent Alphabet, Meta, Nvidia, and Tesla.

The downswing for these companies, as well as Palantir and others, dragged Nasdaq to a -1.46% close and the S&P 500 to a -0.59% close. The impact of this across the broader market saw the sell-off spread to cryptocurrencies and other risk assets as investors scrambled for safe-haven deals.

Bitcoin (BTC), the top digital asset, fell sharply to break to lows of $112,570 – well off its recent peak above $124k. 

Corporate earnings

Overall weakness meant stocks and crypto traded lower in early deals during the U.S. session as Wall Street weighed market sentiment amid corporate earnings. 

Notably, Target shares fell 9% after the retailer’s earnings report showed further declines in sales and as the company revealed a new chief executive officer expected to take over on Feb. 1, 2026. However, Lowe’s shares gained about 3% after its earnings beat expectations.

Fed minutes on deck

Also on investors’ minds is the Federal Reserve’s minutes for its July meeting, which will shed more light on the central bank’s interest rate outlook. The week also has all eyes on Federal Reserve chair Jerome Powell, who is set to speak at the Jackson Hole symposium in Wyoming.

The event brings together economic policymakers, government officials and critical market players. Powell’s speech at the annual policy symposium comes on Friday morning, his last as he heads toward the end of his term in May 2026.

Fed’s decision to hold interest rates steady at the previous meeting has left the market, per the CME Fedwatch tool, pricing in a higher chance of a cut in September.



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August 20, 2025 0 comments
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Nasdaq-Listed Tech Firm Approves 20% Crypto Allocation as Part of Treasury Strategy
Crypto Trends

Nasdaq-Listed Tech Firm Approves 20% Crypto Allocation as Part of Treasury Strategy

by admin June 26, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Aurora Mobile, a Nasdaq-listed technology firm based in China, has unveiled a new corporate strategy that includes investing a portion of its treasury into cryptocurrency assets.

On Tuesday, the company announced that its board of directors had approved the allocation of up to 20% of its total cash and cash equivalents toward digital assets, including Bitcoin, Ethereum, Solana, Sui, and others.

Treasury Optimization and Strategic Intent

The company emphasized that the crypto investment plan is structured to preserve asset value while exploring additional opportunities for strategic partnerships, market expansion, and ecosystem growth.

Aurora Mobile clarified that the new investment direction will not interfere with its day-to-day operations or long-term growth strategies. The firm also assured shareholders that sufficient liquidity will be maintained for ongoing operational requirements, and that the digital asset investments are a part of a balanced portfolio approach.

According to Aurora’s official press release, this initiative is aimed at enhancing asset diversification by including exposure to cryptocurrencies, which historically exhibit low correlation with traditional markets.

Company Chairman and CEO Weidong Luo noted that the move also reflects Aurora’s intent to keep pace with technological advancements in the financial sector.

Luo stated that this step signifies a commitment to “modernizing our treasury management practices,” positioning the firm at the convergence of emerging finance and digital infrastructure trends.

Founded in 2011, Aurora Mobile specializes in customer engagement and marketing technologies powered by cloud computing and AI. Despite being primarily focused on enterprise software solutions within China, Aurora is increasingly adopting global financial tools as part of its dual-engine growth strategy, which includes market expansion and AI-driven innovation.

Implications for the Broader Crypto and Tech Ecosystem

Aurora joins a growing number of publicly traded firms exploring digital assets as part of their corporate treasury strategies. While companies like Strategy (formerly MicroStrategy), Gamestop, Metaplanet, and Tesla made headlines with sizable Bitcoin allocations, Aurora’s approach appears more diversified, indicating a broader interest in the overall crypto market.

This strategy could serve as a signal to other mid-cap tech firms in Asia looking to explore asset diversification through blockchain-based instruments.

The timing of Aurora’s move follows the US Securities and Exchange Commission’s (SEC) decision to roll back controversial accounting guidance (SAB 121), which previously discouraged banks and publicly listed firms from holding crypto assets.

That regulatory shift may have contributed to a more favorable environment for corporate entities to allocate funds into digital assets.

With China maintaining a ban on retail crypto trading while showing openness toward blockchain development and central bank digital currency (CBDC) trials, Aurora’s decision could reflect a measured form of engagement that aligns with domestic policy frameworks while targeting global financial exposure.

BTC price is moving downwards on the 2-hour chart. Source: BTC/USDT on TradingView.com

Featured image created with DALL-E, Chart from TradingView

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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June 26, 2025 0 comments
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Tech That Could Prove Whether Iran’s Uranium Was Destroyed
GameFi Guides

Tech That Could Prove Whether Iran’s Uranium Was Destroyed

by admin June 24, 2025



In brief

  • U.S. airstrikes hit three Iranian nuclear sites, but verifying uranium destruction is difficult.
  • Uranium can’t be seen by satellites, and key site Fordow remains uninspected, according to the International Atomic Energy Agency.
  • Remote sensing provides clues, but full verification may require on-site access and diplomatic efforts.

While President Donald Trump has heralded the weekend strike on three Iranian nuclear sites as a success, verifying the destruction of uranium stockpiles in Iran is a challenge for U.S. and international intelligence agencies.

The International Atomic Energy Agency has not been able to inspect the damage to the U.S. military’s main target, the Fordow uranium enrichment facility, which is built deep inside a mountain in central Iran, and thus cannot independently verify Trump’s claim that the site was “obliterated.”

“At this time, no one, including the IAEA, is in a position to have fully assessed the underground damage at Fordow,” Rafael Grossi, Director General of the International Atomic Energy Agency, told Reuters on Monday.

Despite a sophisticated airstrike, at this point, experts say the issue isn’t just what was targeted, but trying to determine if it was destroyed.

“It will take time, intelligence assessments, and satellite imagery to determine the extent of the damage,” Professor of the Practice of International Relations at USC, Jeffrey Fields, told Decrypt. “Once that’s clear, we can evaluate whether we significantly crippled, or destroyed, Iran’s ability to continue enriching uranium.”

While images of explosions may show damage to structures, uranium itself can’t be seen with traditional satellite imagery, and there is no single tool capable of remotely confirming whether it’s been eliminated.

Image: ABC News Australia

However, several technologies are available that can help analysts build a picture of what happened on the ground.



Radiation detection from drones and aircraft

Specialized aircraft and drones can carry radiation sensors capable of detecting gamma rays or neutrons.

However, these aircraft must fly extremely close to the ground, typically within a few thousandths of a mile, to effectively detect and map radioactive sources, making them vulnerable to attack.

Air sampling and downwind analysis

To detect radioactive releases, the U.S. Air Force operates the WC-135 “Constant Phoenix.”

These fixed-wing aircraft, based on the Boeing 707, are designed to collect atmospheric samples and analyze radioactive isotopes in the event of a nuclear explosion or accidental release, provided the winds carry the particles far enough.

According to the Air Force, the WC-135W played a significant role in tracking radioactive debris from the Chernobyl nuclear plant disaster in 1986.

“During the Cold War, before we understood the environmental damage of above-ground or atmospheric nuclear tests, the U.S. did it, and so did other countries,” Field said. “Those tests released radioactive isotopes into the air, which could be detected. With underground tests, that’s much harder to pick up now.”

Adding to the trouble with detection, Fields said, is the depth of the Fordow facility, which is reportedly 80 to 90 meters, approximately 260 to 295 feet, below ground.

Image: Maxar Technologies/CNN

Neutrino detectors

Neutrino Detectors are highly sensitive instruments capable of identifying particles released from nuclear reactions.

While the technology has the potential to provide long-range monitoring, its use is currently mainly experimental.

Neutrino detectors need to be placed relatively close to the source, within about 56 miles, to be effective.

Because of this limitation, the technology is not widely used for real-time monitoring.

Hyperspectral imaging and indirect clues

Satellites and drones equipped with hyperspectral sensors cannot directly detect uranium, but they can identify indirect signs of activity, such as heat signatures, disturbed terrain, or camouflage patterns.

These clues may suggest that a facility was struck or damaged, though they can’t confirm what was inside.

When combined with machine learning and artificial intelligence, hyperspectral imagery and other remote sensing data can help detect changes to structures or vehicles that may indicate blast effects at a facility.

However, these technologies still cannot confirm the presence or destruction of uranium itself.

The limits of technology

While tools like AI and satellite imagery may aid military leaders in determining the accuracy of the hit on the target, verifying if Iran’s nuclear capabilities have been destroyed may require an on-the-ground investigation.

“We need to try to go back to the negotiating table as soon as possible. We have to allow the IAEA inspectors to return,” Grossi said in a statement. “The IAEA is ready to play its indispensable role in this process.”

“We have been talking to Iran, we have been talking to the United States,” he added. “We have to work for peace.”

Edited by Josh Quittner and Sebastian Sinclair

Generally Intelligent Newsletter

A weekly AI journey narrated by Gen, a generative AI model.



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June 24, 2025 0 comments
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SHX price gains 12% as Stronghold tightens focus on payments and green tech
NFT Gaming

SHX price gains 12% as Stronghold tightens focus on payments and green tech

by admin June 23, 2025



Bitcoin’s slow grind after the Iran strike couldn’t compete with SHX’s double-digit surge, highlighting increased interest in tokens associated with real-world applications and lower energy footprints.

According to CoinMarketCap data, the Stronghold (SHX) token jumped 12% on June 2, sharply outperforming majors like Bitcoin (BTC) and Ether (ETH), which posted modest gains of 3.86% and 5.5% respectively.

SHX climbed from a daily low of $0.01125 to as high as $0.01280 at the time of writing, extending a 40% monthly gain that has placed it among the stronger-performing tokens in Q2, according to price data.

SHX’s price action on Monday appeared less tethered to geopolitical risk and more responsive to growing investor confidence around Stronghold’s expanding product roadmap, particularly its enterprise-grade escrow feature currently in development.

Why is SHX price pumping?

Stronghold’s upcoming escrow service, confirmed by CTO Sean Bennett to launch within weeks, represents the first major utility expansion for SHX since its 2018 debut. The service targets pain points in global B2B payments, where traditional systems often take 2–5 business days for cross-border settlements.

While Stronghold hasn’t released official performance metrics, Stellar network data (which SHX utilizes) shows average transaction finality of 3 to 5 seconds which could significantly reduce settlement times compared to legacy systems.

Adding to the momentum is Stronghold’s public alignment with sustainability goals at a time when ESG scrutiny around crypto continues to intensify. The platform’s decision to build on the Stellar network aligns it with networks that emphasize energy efficiency, a factor that may appeal to environmentally conscious stakeholders.

With each transaction consuming only a fraction of a watt, SHX’s low-carbon architecture may offer advantages in meeting future environmental standards, though direct impact on valuation is not yet confirmed.

Still, the SHX rally isn’t without volatility. After peaking near $0.01445 in mid-June, the token briefly retraced to the $0.013 level, triggering short-term profit-taking and technical consolidation.

Market data indicates this was less a sentiment reversal than a healthy breather after a multi-week run that saw SHX gain more than 50% from early May levels. With the token currently hovering near local resistance, traders are monitoring whether the token will maintain its recent momentum or enter a consolidation phase.



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June 23, 2025 0 comments
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Under-$50 Tools
Gaming Gear

These seven under-$50 tools make my tech life a lot easier

by admin June 21, 2025



We all use different tools in our varied, harried lives, things that help us do what we need and hopefully make things easier or less stressful in the process. As someone who spends my working life running this site, testing and reviewing all kinds of consumer hardware, and building several PCs a year, most of the tools I use and love revolve around that. But I’ve also recently jumped head-first into the world of 3D printing, and when I’m not working, I’m often tinkering on some home DIY project, trying to make my small apartment a little nicer.

Below are some of my go-to tools, from my trusty Hoto screwdriver (great for PCs and putting up shelves), to an SSD cloner, my favorite minimal multi-tool, and more. Hopefully you’ll also find a few of these helpful in your own life, or good gift ideas for someone in your life. Most are less than $20, with a few in the $30-$50 range. One thing I can say for sure is that, at least for me, they are all easily worth what I paid for them, as they make tasks big and small easier and more enjoyable.

🛠 Rosewill M.2 SSD Cloner

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A family member recently asked me for help with an older PC, which was desperately trying to run Windows 10 while housing several programs on an old 110 GB SSD. I figured, sure, I could clone the boot drive onto a more spacious drive so the OS and programs had more room to stretch their legs. But then the thought of using multiple USB enclosures or shuffling drives in and out of my desktop filled me with dread as I pictured being there for hours getting everything done and the system back up and running. So I looked into getting an M.2 SSD cloner, and was surprised to see they can be found for as little as $49.

Rosewill’s NVMe SSD cloner is one of the more affordable options, and while I don’t love its glossy plastic shell, it does support both NVMe M.2 drives as well as older AHCI models. Operation is about as simple as it gets. You plug in the included USB-C power adapter, put your source drive in the left slot, the destination drive in the right slot, press the power button on the back, and a few logos light up, letting you know you’re ready to go. Press the clone button on the top, and the cloning will commence (provided your destination is the same size or larger than your source).

That’s assuming you want to do an offline clone. But because I wanted to also resize the partition between the old 110 GB and the newer Team Group 512 GB SSD, I used the second included USB-C cable to connect the Rosewill cloner to my laptop and powered up the device. Within seconds, both drives were recognized in Windows, so I fired up the excellent free DiskGenius software, cloned the old partition to the new Team Group drive with a few clicks, and then used the software to drag the boot partition to the full size of the new drive. The whole process took just a few minutes; the Rosewill cloner supports 20 Gbps USB, and I wasn’t exactly copying a huge partition.

When the cloning process was finished, it was hard to believe it was all that easy. I had expected to be at my in-laws for hours, but I was done in less than 30 minutes. Sure, unless you’re in IT, a drive cloner might not be something you use all the time, but it’s handy to have around. You can also use it to save some money by buying a laptop with a cramped SSD and swapping in something much roomier – provided, of course, the laptop’s storage isn’t soldered to the motherboard.

The Rosewill cloner is also handy for just checking the contents of old M.2 drives you may have lying around. But if that’s all you need, you can buy an NVMe enclosure or a single-drive dock. I also own this model from Fideco, which costs less than $20.

🛠 Sangabery Digital Caliper

(Image credit: Sangabery)

While I use my tape measure more often around the house, when I need something more precise, I always reach for my digital caliper. I used a plastic model from Harbor Freight for years, and while it was mostly served my needs, it always felt like a toy and didn’t have as many features as this steel model from Sangabery. Would I trust it to be as accurate as models that cost more than $100? No, but for what I use it for – mostly measuring the thickness of laptops and making sure my print models are to scale and that what I want to 3D print will fit on my Anycubic Kobra 3 V2’s print bed, it works just fine.

🛠 HOTO NEX O1 PRO 3.6V Screwdriver Set

(Image credit: HOTO)

I build a lot of PCs, and I also do some home improvement work for myself and my family. So a cordless screwdriver is a nice thing to have – and a great cordless screwdriver makes my life a lot easier. I also own a much slimmer Wowstick, but have found HOTO’s NEX O1 Pro to be useful in more ways, thanks to its extra (and variable) torque. It’s great for loosening factory-installed screws on PC cases, and also good for assembling furniture.

The HOTO won’t replace my DeWalt drill for bigger, tougher jobs. But for mostly common tasks, it’s powerful enough, easy to charge over USB-C, and even looks good on my workbench.

As the grandson of a carpenter, I sometimes work on projects involving wood (I finished the Acacia wood of my testbench, which you’ll sometimes see in my photos), and more often now I’m often tweaking plastic 3D prints. So a deburring tool is something I reach for a couple of times a week. You can get plastic-handled models for a few dollars less, but this model costs less than $10 and has a nicer-feeling metal handle. It also comes with 12 blades, and comes in three color options.

Other common uses for a deburring tool include scraping burrs off of metal or PVC pipe, cleaning up traditional scale model parts, and more. It’s a handy tool to have for many purposes, and this one gets a prime spot in my desk drawer, where I reach for it often.

🛠 iSesamo Spudger + Mini iSesamo Spudger

A must have for cracking open thin laptops, as we always do when reviewing them, a spudger lets you get in between the tight seams of modern technology and pry things apart enough to (hopefully) release the clips holding things together. You can try to use things like guitar picks or (if you’re extremely careful) a small screwdriver. But a spudger is usually the best tool for this kind of job, and this two-pack (including a keychain-friendly mini model) is well worth the $12 I spent on it in 2023 (that’s also still how much it costs).

At least once a day, I need a box opener or a screwdriver. And sure, I could just carry around a multi-tool, but it’s convenient to have these things on my keychain – and all the more comfortable when that tool is basically the size of a key, like this tiny $10 tool from KeySmart. As someone who typically keeps their keys in their back pocket, I realy don’t want anything bulky. This simple multitool is a box opener, flat head, and Philips head screwdriver. It’s designed to be added to KeySmart’s modular key organizer system, but it also works well on a typical key ring, where it’s always within reach when you need it.

🛠 Baseus 65W Flat GaN wall charger

(Image credit: Amazon)

This last pick maybe pushes the boundaries of the word tool, but so much of what I do and use every day relies on USB power, whether it’s my laptop, Bluetooth speaker, my Hoto screwdriver, even the scale I use to portion out my morning coffee (and occasionally weigh products I’m reviewing). And this 65W charger from Baseus includes USB-C and USB-A charging ports and is small and slim enough that I can slip it in any bag (or evn in a back pocket) so I’m never without a charger for nearly all my essential things.

This is also one of my favorite chargers to take on vacation or work trips, because aside from its small size, its thin shape hugs the wall, helping it stay in worn-out hotel sockets much better than larger or different-shaped chargers. It delivers up to 45W via the USB-C port and 20W over USB-A. So it’s not going to charge everything as fast as possible, but it does quite well in a pinch and I like knowing it’s almost always with me if my phone or other device needs a recharge while I’m away from home.



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June 21, 2025 0 comments
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Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview
Game Reviews

Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview

by admin June 17, 2025


Unreal Fest 2025 kicked off with an impressive demonstration of how The Witcher 4 developers CD Projekt Red are getting to grips with Unreal Engine 5. The 14-minute tech demo features lush forest landscapes, detailed character rendering and impressive hardware RT features, all running at 60fps on a base PlayStation 5. It’s one of the most visually ambitious projects we’ve seen for current-gen consoles even at this early stage, and we wanted to learn more about how the demo was created.

To find out, Digital Foundry’s Alex Battaglia took a trip to CDPR’s offices in Warsaw and spoke to key figures at CD Projekt Red – including Charles Tremblay, VP of technology; Jakub Knapik, VP of art and global art director; Kajetan Kapuscinski, cinematic director; Jan Hermanowicz, engineering production manager – as well as Kevin Örtegren, lead rendering programmer at Epic Games.

A selection of questions and answers from the interview follows below. As usual, the text has been slightly edited for clarity and brevity. You can see the full interview via the video embedded below. Enjoy!

Here’s the full video interview from CD Projekt Red in Warsaw, featuring Alex, Charles, Jakub, Kajetan, Jan and Kevin. Watch on YouTube

When did the cooperation between CDPR and Epic begin for The Witcher 4 tech demo, given the announcement of The Witcher going to Unreal in 2022?

Jan Hermanowicz: That will be about three years by now. When it comes to this particular demo, it’s sometimes hard to draw a line, but this is a relatively fresh thing that we started working on somewhere last year.

Why did CDPR switch from RedEngine to Unreal Engine in 2022?

Charles Tremblay: I get this question often, and I always preface it by saying that I don’t want people to think the tech we had was problematic – we’re super proud of what we achieved with Cyberpunk. That being said, when we started the new Witcher project, we wanted to be more of a multi-production company, and our technology was not well made for that. It was one project at a time, put the gameplay down, then move on. Second, we wanted to extend to a multiplayer experience, and our tech was for a single-player game. So we decided to partner with Epic to follow the company strategy.

Seeing the Witcher 4 demo running first on PS5, it goes against the grain of what CDPR has done in the past in terms of its PC-first development and PC-first demos for Cyberpunk 2077 and The Witcher 3. So why target PS5 at 60fps?

Charles Tremblay: When we started the collaboration, we had super high ambition for this project. As you said, we always do PC, we push and then we try to scale down. But we had so many problems in the past that we wanted to do a console-first development. We saw it would be challenging to realise that ambition on PS5 at 60fps, which is why we started to figure out what needs to be done with the tech. We have all our other projects at 60fps, and we really wanted to aim for 60fps rather than going back to 30fps.


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Jan Hermanowicz: We had a mutally shared ambition with Epic about this, that this was the first pillar we established.

Kevin Örtegren: It was a really good opportunity for the engine as well, to use this as a demo and showcase that 60fps on a base console is achieveable with all the features that we have.

Do you see 60fps as a challenge or a limitation?

Charles Tremblay: We’re perfectly aware that we still have a lot of work ahead of us – this is a tech demo; the whole gameplay loop isn’t implemented, there’s no combat and there’s a lot of things that don’t work. But still, the ambition is set. It’s too early to say if we’ll nail it, but we’ll work as hard as we can to make it, for sure.

How did you manage to get hardware Lumen running at 60fps on console, when almost all other implementations are at 30fps?

Kevin Örtegren: It comes down to performance and optimisations on both the GPU side and CPU side. On the CPU, there’s been a ton of work on optimising away a lot of the cost on the critical path of the render thread: multi-threading things, removing all sync points we don’t need, allowing all types of primitives to actually time slice… On the GPU, tracing costs need to be kept low, so having good proxies and streaming in the right amount of stuff in the vicinity… making this work out of the box is core to that 60fps.

The Witcher 4 presentation at Unreal Fest Orlando is well worth watching in its entirety, starting with the trailer and then moving onto more detailed explanations. Watch on YouTube

Why target 60fps with hardware Lumen when the software path exists and runs faster?

Kevin Örtegren: The software path has a lot of limitations, things that we simply cannot get away from, no matter how hard we try. The distance field approximation is effectively static, right, and the more dynamic worlds we build, we want that to also be part of the ray tracing scene. So using hardware RT is much better quality-wise, we can get much better repesentation with RT than with distance fields. Generally, it is also kind of the future, so we’re focusing on hardware Lumen and we consider software Lumen to hopefully be a thing of the past.

Jakub Knapik: Looking at it from a Witcher point of view, this game will have a dynamic day/night cycle, so you need to secure the environments lighting-wise for all light angles, and it’s an open world game, so you need to make sure the way you make content will work and it will not light leak in all those situations. Hardware Lumen is much better for securing this. And like Kevin said, you can actually move trees and have proper occlusion.

For us, going with software Lumen would have a lot of limitations that would kill us from a production point of view; otherwise we’d have to change the design of the game.

Kevin Örtegren: It’s a good point. If you do software Lumen on one platform, but you want to scale up to hardware Lumen on another platform, working with both is problematic. You want to have the one representation, it’s much better.

Having hardware RT form the baseline makes some aspects of artist asset creation easier. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

What effect does having RTGI and RT reflections on consoles as baseline tech have on art design?

Jakub Knapik: It was challenging to find a middle ground artistically with Cyberpunk so that it works on both consoles and high-end PCs. With this approach, we only have to alter the game once, and we can make sure it’s visually similar – it just gets better – and the art direction is consistent on all platforms.

Can you explain what it was like using Lumen for the first time in cinematics?

Kajetan Kapuscinski: The tools we were provided from Epic and the tools we’re co-developing with them open up a lot of possibilities to have creative freedom and create the things you’ve now seen in the beginning of the demo. It’s liberating in many ways.

Jakub Knapik: There are many aspects to the look, apart from Lumen, that we actually introduced in this demo – like lens simulation, film simulation, ACES tone mapping, all of that stuff we also added when working on the technology for The Witcher. So that all contributes to a slightly more effortless approach to scenes.

How were the world and terrain created for this demo?

Jan Hermanowicz: The pipeline we’re using for this is actually the pipeline for the main game, so there’s ideation and then landscape creation within DCC tools. We do the first pass outside of the engine, then import that height map into the engine, then do the rest of the sculpting in Unreal Engine. That’s purely the terrain; what you see is a layered picture with meshes like additional rock formations, trees, that sort of stuff, there’s a procedural (PCG) layer. Effectively, we replace the auto grass with the runtime GPU-based PCG, and we use that for the small debris, trash, grass and stuff like that.

How did the team view the paradigm shift in how vegetatation is made? After all, it’s been done with alpha cutout cards since I was a child!

Jakub Knapik: I think that combo of Nanite foliage plus PCG is a killer combo. Creating big trees is one problem, creating small foliage is another problem, and with this demo we tried to combine both techniques. Having big moveable trees that are illuminated properly was our biggest concern, because if you have a static tree, that’s an approachable problem. If you have a moving tree, that’s really hard.

I remember being in a conversation with our art director, Lucjan Więcek, and saying to him “you can have good lighting, or moving trees”. It’s hard to have both. There was a lot of effort from CDPR’s and Epic’s tech teams to solve that problem. That was by far the biggest change and concern we had with The Witcher.

Nanite foliage is one of the core technologies for The Witcher 4, replacing the card-based system used for multiple console generations. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

Kevin Örtegren: As you said, alpha cutout cards has been the technique for many, many years. But it doesn’t really cut it – it’s flat, so it looks good from a certain angle but not every angle, shadows might be problematic as well. Throwing geometry at it is the only way to make it real volumetric.

Jan Hermanowicz: Exactly, and it opens up new possibilities for artists. So, for example, the pine needs that you see up-close in the demo is a perfect case for geometry. It requires some change of thinking among foliage artists, but the possibilities outweighed any new challenges.

Charles Tremblay: The reason we had the pine tree is because we thought it was the worst case scenario, and we worked on it for a long time. I was super stresed when we started work on the demo, and we had to consider also the asset space on disk, all the assemblies… In The Witcher, the forest is the soul of the game, so it couldn’t be done the traditional way.

Jan Hermanowicz: One of the best days was finding out this crazy amount of polygons without alpha actually ran faster than the classic cards approach.

Do you see this approach also working on other areas of rendering?

Kevin Örtegren: It’s possible, we’ve discussed it. The voxel idea isn’t actually all that new, Brian Karis who came up with nanite, had an HPG talk with a section on voxels a few years ago… at the time, it wasn’t a perfect fit, but it turns out it was actually a very good fit for foliage. So anything that looks like foliage might be a contender to use this tech.

How does this voxel-based approach to foliage fit into the classic lighting pipeline? How is everything lit and shaded?

Kevin Örtegren: They actually fit in every nicely – part of the standard Nanite pipeline is replaced by the voxel path, and that same path runs for VSMs. That’s why it’s kind of cheap to render into shadows in the distance, because they’re just voxels – that just works out of the box. Lighting-wise, it’s regular directional light, with improvements to the foliage shading model, on the indirect side, we have a simplified representation which is static for performance reasons, so it scales up.

How did you get virtual shadow maps (VSMs) running at 60fps when that’s relatively rare for shipping UE5 games on console?

Kevin Örtegren: There’s been a lot of work for a long time on improving performance in VSMs; I think a lot of times, developers turn it off because they have a lot of non-Nanite geometry. Obviously the settings are important as well, you can’t go with the highest resolution and highest LOD bias; here with the demo, we have a sensible setup. You can see some flickering on skin and some surfaces from lower-resolution shadows, but it works for us.

It takes special techniques to achieve good visual results on the very first frame following a camera cut. | Image credit: Digital Foundry

How was the demo’s flawless frame-rate achieved? I know you’re using triple buffering, but how does it work?

Kevin Örtegren: First of all, the average frame-time has to be reasonable, and we use dynamic resolution scaling to make sure we’ve got an achievable 60fps on every frame. Then we have the camera cuts, where we lose the history and we have to re-render a lot of stuff. Overdraw is massive on that first frame, and spikes can be 10ms or more and you can drop a frame.

Tackling that required an optimisation to prime that data so we have something to cull against, which brings spikes down significantly. In cases where we’re going above 16.6ms anyway, given we don’t have a super low latency mode enabled, we actually have quite a bit of a buffer zone. If one frame goes over, but the next one doesn’t, you can start to catch up and not drop that frame. Essentially if by the time you submit your work from the CPU to the GPU – the time that work has to finish before the next present – you have two or three frames of buffer to eat those hitches.

If you look at the demo more closely, you can see that the first frame is pretty good after the camera cut, and that’s because we render two frames before the next present, and then just discard one of them. The first one provides the history for the second one, which means that second one looks much better. So if we manage our frame times well enough, we can get away with that.

Would this technique work in other games? If there was a button in the options that said “smooth cutscenes”, I’d always click it.

Kevin Örtegren: There are two options here, one being the way we sync the game thread to the GPU – there are already options for that. You can do really low latency stuff, you can sync with the presents. Or you can sync your game thread to the render thread, then you get a bit of a pipeline going which smooths things out. Then you can select double buffering or triple buffering.

Jan Hermanowicz: There’s some work we did on the game thread side of things, on the CPU side. We uploaded as much as we could to async, so it can be computed over time, and Unreal animation framework also helps a lot because it moves a lot of animations to the other threads. Plus we’re now smoothly streaming geometry with FastGeo in this demo, so we’re not loading big chunks of a world. Plus, it requires some strategising, we know our world – in the demo and in the full game – and we know when it’s a good time to start loading certain things so that it isn’t just like “oh, it happened!” and there’s a hitch. You can’t predict everything, but having this thought process is an important part of this.

The Digital Foundry team share their first reaction to the Witcher 4 tech demo on the latest Unreal Engine 5.Watch on YouTube

How would CDPR potentially scale graphics to platforms more powerful than the base PS5, eg PS5 Pro or PC?

Jakub Knapik: This is one of the topics that we’re currently discussing. We said before that we wanted to start with the PS5 as the base and that it would be easier to scale up than down. We know that Lumen and these other technologies are providing pretty consistent representation across the scale. What it means exactly is another question – we’re CDPR, we always want to push PCs to the limit. It’s a creative process to decide how to use it. What it means for sure is that we’re going to expand all of the ray tracing features forward.

Kevin Örtegren: It’s another really good argument for hardware Lumen. If you start there, you can scale up easily and add super high-end features like MegaLights.

Charles Tremblay: I don’t want to go into too much detail, and don’t want to over-promise, but it’s something that’s super important to us, if people pay good money for hardware, we want them to have what the game can provide, not a simplified experience. The company started as a PC company, and we want to have the best experience for the PC gamer. But it’s too early to say what it’ll mean for The Witcher 4.

There’s also the Xbox Series S. What would it take to get this demo running on something with less memory and less GPU resources?

Charles Tremblay: I wish we had already done a lot of work on that, but we have not. This is something that’s next on our radar for sure. I would say that 60fps will be extremely challenging – it’s something we need to figure out.

The interview continues beyond this question, but due to time and space constraints we’ll conclude things there. Please do check out the full video interview above. Thanks to our panellists at CDPR and Epic for contributing their time and expertise.



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June 17, 2025 0 comments
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The Xbox Rog Ally, WWDC logo and Garmin watch
Gaming Gear

ICYMI: the week’s 7 biggest tech stories from Apple’s beautiful Liquid Glass to the Xbox’s surprise handheld launch

by admin June 14, 2025



It’s been a massive week for tech news, with Apple’s WWDC taking place and a raft of big announcements in the gaming world.

Missed it all? Never fear – because you can catch up on it by scrolling down for our handy recaps of the week’s seven biggest tech news stories.

And once you’re all up to speed with that, be sure to also check out our picks for the 7 new movies and TV shows to watch this weekend.


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7. Xreal told us more about Project Aura

(Image credit: Xreal)

We already knew Xreal’s Project Aura glasses would bring Android XR features to Xreal’s lineup, but we didn’t know too much about the hardware itself. Now we do.

For a start, the device will apparently boast a 70-degree field of view – which is much larger than the FOV found on the 57-degree Xreal One Pro and which will give the Project Aura glasses a massive virtual screen.

It’ll also be tethered to a compute puck which will run Android XR using a Snapdragon chip from Qualcomm, though the glasses themselves will still have a “modified” X1 processor.

The glasses won’t land until sometime in 2026, but when they do this pair of Android XR specs could be something special.

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6. Garmin found its Apple Watch Ultra 2 rival

(Image credit: Garmin)

Surprise! Garmin has revealed the Garmin Venu X1, an “ultrathin” smartwatch with a massive 2-inch AMOLED display and up to eight days of battery life.

The new model packs 32GB of internal memory, presumably for on-watch music, plus Garmin’s updated Elevate v5 heart-rate sensor, most recently used on the Garmin Forerunner 570 and 970.

Unfortunately the Garmin Venu X1 doesn’t come cheap, costing $799.99 / £679.99 / AU$1,499. We’ll be testing it as soon as possible to see if it justifies that price tag.

5. New Bose earbuds were cleared for launch

(Image credit: Bose)

The best noise-cancelling earbuds you can buy right now are made by Bose (which makes sense – the company created the first ever active noise cancelling headphones), and right now we’d suggest not buying them. Why? Because there’s a newer version incoming, and Bose says they’ll be even better.

The Bose QuietComfort Ultra Earbuds 2nd Gen will launch later this summer with a price tag of $299 – which is around £220 or AU$460, although these are guesses since pricing and availability for these regions has yet to be officially announced.

What can we expect? AI algorithms for better filtering of sudden noise spikes via Bose’s ActiveSense system, plus improved voice pickup and call quality, The latter is particularly good news, because that was a weak spot compared to rival earbuds from Technics and Bowers & Wilkins.

Also, the new case will be able to charge wirelessly – the first-gen Ultra Earbuds needed a sleeve to pull off this feat, but it’ll be here by default now.

4. Summer Game Fest 2025 wrapped up

(Image credit: SUMMER GAME FEST)

Summer Game Fest 2025 has been and gone, and between PlayStation, Xbox and the event’s own showcase, there was plenty to be excited about.

Some of the most thrilling game announcements came in the form of world premieres such as Resident Evil Requiem, Marvel Tōkon Fighting Souls, Scott Pilgrim EX, and Street Fighter 6’s Year 3 Character Pass.

We also got new looks at anticipated upcoming games like Death Stranding 2: On the Beach, Clockwork Revolution and The Outer Worlds 2.

There’s loads to look forward to, then, and that’s all before we’ve even had a chance to see what Nintendo is cooking up with a new Direct showcase that will likely happen soon.

3. Xbox announced a handheld

(Image credit: Microsoft)

Finally, after years of rumors, Microsoft has announced an Xbox handheld: the ROG Xbox Ally. In fact it gave us two.

Unlike Asus’ current ROG Ally and ROG Ally X, the Xbox version has a tweaked design with contoured grips that echo the shape of the current Xbox Wireless Controller. And as one would expect, both Xbox Allys sport the Xbox ‘ABXY’ button layout and a dedicated Xbox home button.

We don’t yet know when it will launch, nor how much it’ll cost, but we expect it’ll be about as pricey as the existing Ally.

2. Apple told us what went wrong with Apple Intelligence

What’s the deal with Liquid Glass, iOS 26 first impressions and iPadOS gets its biggest overhaul – YouTube

Watch On

Months after Apple admitted publicly that the Apple Intelligence-infused Siri was harder to deliver than they thought, the tech giant reiterated the statement during its WWDC 2025 keynote, adding almost cryptically that it’ll arrive “in the coming months”.

Most of us still had lots of questions. Fortunately, Apple’s Senior Vice President of Software Engineering Craig Federighi and Apple Global VP of Marketing Greg Joswiak sat down with us (and Tom’s Guide) for a wide-ranging and revealing podcast that finally explains what happened with Siri development, why the smarter version was delayed, and what happens next.

There’s a lot to learn about over-promising and under-delivering and how to avoid similar mistakes, and the full podcast ranges far beyond to cover Liquid Glass, and that surprising iPadOS 26 reveal. Speaking of which…

1. WWDC 2025 unleashed Liquid Glass

Introducing Liquid Glass | Apple – YouTube

Watch On

Apple’s software event clued us into what’s in store for the next generation of software from the tech giant and a big change is that every OS will now be version 26 – with Apple explaining that this will simplicity and clarity to its somewhat confusing software lineup.

For iOS 26, and every Apple OS, the major update is Liquid Glass, a new foundational design philosophy inspired by visionOS – which is itself getting a slew of enhancements, such as mixed-reality widgets.

However, the real star of the show for many was iPadOS 26, which finally brings some of the Mac’s best features to the tablet – and it nearly made one of our writers cry with joy (that may be an exaggeration).

There was plenty more to dig into from Apple’s big event, so for the full details check out our guide to the 15 biggest stories from WWDC 2025.



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June 14, 2025 0 comments
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Frustrated unhappy laptop user girl touching head at work table with computer
Gaming Gear

Many in-house developers are ready to quit over inadequate tech

by admin June 13, 2025



  • Half of developers thought about quitting due to poor tech stacks this year
  • A tech stack is more than productivity – it defines many developers
  • Storyblok CTO calls for full modernization roadmap

The majority (58%) of developers are considering quitting due to poor and legacy tech stacks that reduce their efficiency and productivity, new research has claimed.

86% of the 200 developers surveyed by CMS firm Storyblok say they’re embarrassed by their current tech stack, with nearly half (47.5%) considering quitting in the past year as a result of their tech stack, and nearly one in three (31%) considering doing so in the past month alone.

Developers’ biggest frustration is having to maintain legacy systems and fix bugs on them (27.5%), while many are also fed up of having to deal with non-technical stakeholders (21.5%). In third place, 14% raised a lack of clear requirements and shifting priorities distracting them from a clear end goal.


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Developers aren’t happy with in-house tech

Besides the tech dissatisfaction, the developers highlighted how the tech stack they’re working with affects their personal image.

Three-quarters (74%) of the survey’s respondents claimed that their tech stack significantly influences their professional identity, with one in five (19.5%) going as far as saying it defines them. On the flip side, only 2.5% say it doesn’t matter, highlighting the importance of adequate tools and solutions.

In terms of their current tech stacks, half (51%) of developers are frustrated with a lack of key functionality and maintenance difficulty (47%), while many noted an incompatibility with newer technologies and innovations like AI (31%).

“The message to businesses is clear – outdated tech stacks are making your developers unhappy to the point of quitting,” noted Storyblok CTO Alexander Feiglstorfer.

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With only 4% of respondents believing their current CMS fits their needs, and two in three (67.5%) stating that it holds them back, a better developer experience (29.5%), modern tech stack integration (23.5%), performance and scalability (17.5%) and AI integration (12.5%) are among the most desired improvements.

Feiglstorfer added that pay rises are just a temporary fix to pacify developers, and that companies should commit to a “modernization roadmap” to improve developer satisfaction and retention.

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June 13, 2025 0 comments
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NFT Gaming

Barbie, Hot Wheels Toy Maker to Use OpenAI Tech to Boost Productivity

by admin June 13, 2025



In brief

  • Mattel has partnered with OpenAI to launch AI-powered products later this year.
  • The collaboration marks OpenAI’s first major move into consumer entertainment.
  • Safety, privacy, and age-appropriate design are central to the deal, Mattel says.

Toy giant Mattel announced Thursday it will team up with artificial intelligence giant OpenAI to create the first AI-powered products from a major toy company, marking OpenAI’s expansion beyond enterprise software into consumer entertainment.

The collaboration will use OpenAI’s technology to develop new products for Mattel’s brands, with the companies’ first AI-powered product expected to be announced later this year, as per an OpenAI statement.

The deal also includes deploying ChatGPT Enterprise across Mattel’s business operations to enhance product development and creative processes.

It comes as AI continues to expand into consumer products, and could shape how children interact with toys in the future.

It also positions OpenAI to tap into Mattel’s growing entertainment empire, which includes upcoming films based on Hot Wheels, Polly Pocket, and other franchises.

Decrypt has approached Mattel for further comment and will update this story if the company responds.

The technology could result in digital assistants based on Mattel characters or make traditional games like Magic 8 Ball and Uno more interactive, according to a Bloomberg interview with executives from both companies.

“Each of our products and experiences is designed to inspire fans, entertain audiences, and enrich lives through play,” Josh Silverman, Mattel’s chief franchise officer, said in a statement. “AI has the power to expand on that mission and broaden the reach of our brands in new and exciting ways.”

Silverman described the first product as spanning “across the spectrum of physical products and some experiences” but did not provide any specifics.



An AI on child safety

Safety and privacy concerns are significant to the deal, given Mattel’s young customer base. 

“As a central part of this collaboration, Mattel and OpenAI will emphasize safety, privacy, and security in the products and experiences that come to market,” Mattel said in a statement, noting the importance of age-appropriate play experiences.

Mattel retains full control over its intellectual property and product development, with Silverman noting the company is not licensing its brands to OpenAI. Initial discussions between the companies began late last year.

“With OpenAI, Mattel has access to an advanced set of AI capabilities alongside new tools to enable productivity, creativity, and company-wide transformation at scale,” said Brad Lightcap, OpenAI’s chief operating officer.

The announcement comes as OpenAI continues expanding across industries. 

OpenAI has also struck big league partnerships with Microsoft for cloud computing services and Apple for integrating ChatGPT into iOS devices, while also securing content licensing deals with major news publishers, including The Associated Press.

The company dominated last month, with ChatGPT handling 80% of all generative AI traffic, resulting in 5.5 billion visits, significantly outperforming other AI models.

Edited by Sebastian Sinclair

Generally Intelligent Newsletter

A weekly AI journey narrated by Gen, a generative AI model.



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June 13, 2025 0 comments
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Current Model P Smart Pizza Oven review: smart tech, crispy crusts
Gaming Gear

Current Model P Smart Pizza Oven review: smart tech, crispy crusts

by admin June 11, 2025


I am an excellent home cook, if I do say so myself. I regularly produce restaurant-quality dishes from my smart kitchen. But I have two favorite dishes I’ve never mastered at home: pizza and burgers. Yes, I can make them, but do they taste as good as my local burger or pizza joint? Nope. Naturally, I was intrigued when I heard about the new smart pizza oven from Current, which launched at CES earlier this year.

Yes, I know pizza ovens have been a thing for a while with their enticing promise of making pizzeria-quality pizza at home. But they’re eye-wateringly expensive, and I’ve always been put off by the prospect of putting a wood or gas-burning appliance in my backyard for the sole purpose of making pizza. Current’s Model P Smart Pizza Oven is electric, so there’s no need to mess with fuel, plus it can be used outdoors and inside (in theory — but my initial attempts produced far too much smoke for indoor use to be viable).

$559

The Good

  • Cooks a pizza in two minutes
  • App’s pizza-building tool is helpful
  • Makes multiple pizzas in quick succession
  • No need to rotate the pie
  • Easy to read display with a proper knob

The Bad

  • Takes a while to preheat
  • Large and hefty
  • Pizza peel sold separately
  • Too smoky to use indoors
  • Cleaning the stone is tricky

The Model P costs $699, which is a lot, but significantly less than other options; the electric version of the popular Ooni oven is $899 without any connected features. Current is a startup based in Columbus, Georgia, that’s trying to electrify outdoor cooking (its first product was a smart electric outdoor grill). Its smart pizza oven is one of the first to feature an app for controlling the oven, with the choice of a Wi-Fi or Bluetooth connection. The app has several tools that promise to help me make the perfect pizza. Challenge accepted.

The Model P can reach a blistering 850 degrees Fahrenheit. It cycles power between graphite tubes at the top and standard calrod heating elements on the bottom, and it uses proprietary algorithms to cook three different styles: Neapolitan, New York, and thin crust. There’s also a frozen pizza setting and a broil function, which you can use for any food that could benefit from a broil (such as searing a steak or browning some veggies), giving you a bit more functionality.

It comes with a 12-inch cordierite cooking stone, but you have to buy the pizza peel separately, which is required to pop the dough into the oven without burning your fingers. Current sent me a wooden one, which it says will be available soon; there’s a $89 steel version that you can buy bundled with the oven and a pizza cutter for $847.

The Current pizza oven is compact and easy to use. It can be used indoors or outdoors. However, its exterior gets very hot, so you need to position it away from walls or anything flammable.

The Current Backyard app (iOS and Android) allows for mobile control of the oven, sends notifications for preheating and cooking timers, and has a pizza build calculator that adjusts the cooking time based on how thin your crust is and how high you pile your pizza.

Making pizza is an art, and it’s not one I am close to having mastered, even with all this tech

As the pizza cooks in around two minutes, the alerts for preheating (which takes a while) and the pizza calculator were the most useful, as my past attempts at homemade pizzas often resulted in soggy toppings and undercooked crusts.

To put the Model P through its paces, I invited a few friends over for a pizza party and set it up on a wooden table on my porch, a few inches away from a brick wall. You have to consider placement carefully because it gets very hot. It’s elevated by four metal legs, so it’s safe to use on most surfaces. (There’s an outdoor pizza cart available for $499 if you want something more tailored.)

Current recommends making your own pizza dough, and there’s a recipe in the app you can follow. Current also recommends store-bought dough from Trader Joe’s and Publix; I went for the easy option.

I set up an indoor pizza-making station, with a large wooden cutting board, lots of flour, several portions of Trader Joe’s pizza dough and premade pizza sauce, and some standard toppings: mozzarella, pepperoni, olives, and basil. We then proceeded to go crazy twirling dough and topping pizzas.

Prepping the dough and preheating the oven is the most time-intensive step. Photo: Jennifer Pattison Tuohy / The Verge

The oven can cook a Neopolitan-style pizza in as little as 2 minutes. Photo by Jennifer Pattison Tuohy / The Verge

The pizza calculator lets you adjust based on factors like crust thickness and topping density. Photo: Jennifer Pattison Tuohy / The Verge

You can control the entire cooking process from the app or on the oven. Photo: Jennifer Pattison Tuohy / The Verge

Our first few pizzas were a bit of a disaster. We made a plain mozzarella pizza on New York-style (635F) and followed the suggested six minutes of oven time, but it came out overcooked. The next attempt had too many toppings, and the dough got stuck to the pizza peel mid-flick, launching cheese and pepperoni onto the molten stone, resulting in a smoky mess.

I did like the option to make concurrent pizzas with a button press — no need to start the preheat over. And not having to rotate the pizza, combined with getting alerts on my phone when the pie was ready, meant I didn’t have to hover over it.

But by our third pizza, the stone had a thick layer of burnt cheese on it, so I had to stop the party and go back to the cutting board.

Obligatory pizza glamor shot.

I realized I had been too eager, assuming the oven would magically deliver perfect pizzas. It turns out that there was quite a bit more prep I needed to do, the most important being buying a bag of semolina flour. Apparently, this is a magic pizza-making ingredient.

I went back to Current for more tips — especially about cleaning the stone, which needs to be done carefully. It can’t be soaked or scrubbed with anything more abrasive than a nylon brush. I bought some new dough and followed Current’s detailed YouTube video on how to properly roll it out (sadly, no twirling required). I then fired up the app to use the neat pizza builder tool that customizes the cook time based on style, dough type, and thickness, as well as how much sauce, cheese, and toppings you have.

Armed with semolina and a tad more patience, my next attempt was with the Neapolitan style, which yields a crispier pizza and uses the oven’s top temperature of 850F to get those signature burnt leopard spots. This is the type of pizza you eat at a sidewalk cafe in Italy. The downside was that it took a while to heat up, but the pizza only took two minutes to cook.

PreviousNext

1/2Our first attempt at cheesy bread, New York-style pizza.

I was more successful, producing an almost perfect Neapolitan-style buffalo mozzarella and pepperoni pizza with a delightfully puffy (if slightly misshapen) crust. There was still a fair amount of smoke, though, and my husband (who’s a firefighter) is still not keen on me using the oven indoors.

My only other complaint is that the cheese wasn’t hot all the way through; next time, I’ll opt for thinner slices. I then popped in a more traditional shredded mozzarella pizza for my daughter, going with New York-style as she likes the softer crust. After two bites, she declared it was as good as her favorite cheese pizza from Pisanos, our favorite local spot.

The Model P comes in two colors, sand or slate.

Hardware-wise, the oven’s sleek, domed design and glass door would look great on a kitchen counter — if you have the space. At just over 40 pounds, it’s not that portable, but it feels solid and well built. The on-device controls include a large LCD display with touch controls for turning the power on and off and setting a timer. This is paired with a physical dial to adjust time and temperature and select different pizza styles.

I would like to see a physical on / off button, as I worry about the longevity of a touchscreen on a device that can be used outdoors. (It isn’t waterproof, so you shouldn’t leave it uncovered.) Although I could control all the functions in the app, including turning it off. But, as with most high-heat smart appliances, you have to confirm on the device to turn it on for obvious safety reasons.

I enjoyed using the oven, and it is a great piece of kit for a backyard party, but I don’t see adding it to my regular cooking routine. Making pizza is an art that I’m far from mastering, even with the Model P’s advanced tech. While it brought me closer to being a pizza apprentice, it also reinforced that, for me, pizza night means not cooking. Pisanos can rest easy — pizza delivery night isn’t going anywhere.

Photos by Jennifer Pattison Tuohy / The Verge





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June 11, 2025 0 comments
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