Battle(non)sense | Chris (@BattleNonSense) header
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In depth analysis and tests of networking (netcode) in online multiplay games, input lag and more like Design Concepts for games and applications.

Austria
Joined February 2014
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Battle(non)sense | Chris retweeted
Andrew Wilson is the CEO and Chairman of EA, the man directly responsible for the axing of Mass Effect Studio BioWare and firing of 400 people across EA, 50 of those positions being at BioWare. You want a villain, it's this man.
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Battle(non)sense | Chris retweeted
DICE has quietly removed all 'Mass Effect' cosmetics from #Battlefield6 after BioWare closure. Player card backgrounds, weapon skins, weapon charms, weapon stickers, sprays, soldier patches... everything.
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Battle(non)sense | Chris retweeted
EA really deserves an award for ruining studios and franchises over the years. Cutting jobs, closing studios and focusing more on making money instead of making great games.
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Battle(non)sense | Chris retweeted
🚨 GRAN TURISMO 4 IS NOW PLAYABLE NATIVELY ON PC! 🏎️ 🏁 The legendary PS2 racing game has been brought to Windows through GT4Recomp, delivering enhanced visuals and smooth 60 FPS gameplay! ✅ Native PC recompilation ✅ 60 FPS at full game speed ✅ Up to 8K & ultrawide support ✅ HD texture packs & modern controllers ⚠️ Some features remain untested. Requires your own Gran Turismo 4 USA v2.00 disc image. 🛠️ By moesuito, based on Kaezzey's GT4Recomp 🎮 Get the project here: 🔗github.com/moesuito/gt4-stat… 🌐 Discover more PC ports, recompilations and fan projects: 🔗thegamingemporium.com #GranTurismo4 #PCGaming #GamePreservation
Readers added context they thought people might want to know
GT4Recomp is a hybrid static recompilation of Gran Turismo 4; its developers state that PS2 hardware is modeled in software and it uses PCSX2's GS renderer in a separate process rather than a fully native implementation. github.com/moesuito/gt4-s… github.com/moesuito/gt4-s…
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Battle(non)sense | Chris retweeted
holy fucking shit. openai had two ai agents running in separate virtual machines. no network connection between them. no shared writable files. they weren’t supposed to be able to exchange information. so the agents figured out how to communicate through the CPU CACHE.😭 one manipulated what was stored in the processor’s cache, while the other measured tiny differences in memory access times to decode the message. they literally found a way to communicate through hardware timing. this happened during openai’s internal red-teaming, and it’s one of the coolest things i’ve read about ai agents in a while.
Over the past several months, we have substantially hardened the security of our research training environment. We’ve removed live internet access for all frontier models during training and built an offline world for them to use instead—a cached version of the web where they can still learn to browse, search, and use applications. On September 20, after a model exploited a DNS misconfiguration to find a way outside of this offline world, we paused frontier training to strengthen containment further. We assembled teams of agents, powered by our most cyber-capable models, and tasked them with finding weaknesses in our research environments. While they found no route to the internet they could easily exploit while concealing their activity from our monitors, they did find zero-day vulnerabilities, virtual machine escapes, and hardware side-channels for communication between agents. We used their discoveries to further strengthen our defenses and contribute fixes to open-source software. After strengthening our containment architecture, we resumed our frontier RL training and inference on October 1. We’ve reserved substantial compute for continuous red-teaming, and made high-compute red-teaming part of the safety cases we use to decide whether frontier training and evaluation can proceed securely. openai.com/index/securing-ou…
Readers added context they thought people might want to know
OpenAI tasked its red-teaming agents with finding ways to communicate across isolation boundaries in controlled environments. CPU cache timing side-channels for covert communication are established techniques documented in security research for years. openai.com/index/securing… startupfortune.com/openai-reveals… en.wikipedia.org/wiki/Cache_tim…
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Battle(non)sense | Chris retweeted
Obviously since the drop of season 2 there has been varied opinions on changes, while @WARDOGS is built for all types of players it makes it equally difficult to balance for that. The VLOG next week will hopefully address most of these concerns as we move into our early season 3.
We have a lot to discuss. New VLOG is dropping next week. Season 2 Reflection & Season 3 Preview. We will also be piloting a new podcast format focused on recapping the Season 2 launch this weekend. More content, more context, more WARDOGS.
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Battle(non)sense | Chris retweeted
I can finally talk about Mass Effect Universe. Since Bioware closed I can now reveal that I was part of the Mass Effect Council, saw what BioWare was building, and provided feedback during development. • Set 600+ years after the Reaper War • You play as a customizable N7 agent • Instead of being a walking gun rack, you're a cross between John Wick and James Bond • Shepard's legacy preserved, regardless of your ending • A galaxy divided into three major factions • Humanity, Krogan, Batarians, and more allied together • Council races forming their own alliance • The Geth emerging as a third superpower • A galactic Cold War instead of another Reaper style invasion with a shadowy adversary • Geth-built megastructures • Connections between the Milky Way and Andromeda • Experimental technology implanted in you as a unique point of difference • Hacking and manipulating the environment • See through walls, identify systems, remotely trigger hazards and more • Handcrafted missions like ME1-3 • But with Hitman-style freedom in how you complete them • Brutal close-range executions • Squadmates who can clash with each other • Romance wasn't being sanitised • Liara returns - now an incredibly powerful Asari Matriarch From what I saw, BioWare was making Mass Effect for us, the fans, not for people who don't exist. It looked incredible. And now we may never get to play it. Find out more here: youtu.be/ZOWrTNazZxM #SaveMassEffect
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Battle(non)sense | Chris retweeted
RUMOR: BioWare developers have reportedly attempted to buy out the studio along with the Mass Effect IP before shutting it down🚀 EA is claimed ti have shown no interest in the deal and proceeded to close the studio. Source: @baundiesel If this is true, it would go down in the long list of abhorrent practices of EA over the years. It a studio wants to leave, and clearly you have no interest in the IPs they work on, let them go. What’s the point of keeping or destroying something?😡
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Battle(non)sense | Chris retweeted
Check this out. Awesome! ELKA VOICEMEETER FX HOST: A powerful VST-plug-in Host – especially made for Voicemeeter. The app is able to insert VST plug-ins on any Input of Voicemeeter. Or any output BUS. Or both! Check our new Guide: voicemeeter.com/user-guide-e… #vsthost #vstplugin
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Battle(non)sense | Chris retweeted
A Canadian political leader is calling for the government to help BioWare developers buy the studio from EA and run it themselves. NDP leader Avi Lewis says the developers should get the first shot at taking control, with government support. “The developers at BioWare know how to run the studio. They know how to make the games we all love.” He also criticized corporate ownership, arguing that Canada should keep control of major game studios in Canadian hands.
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Battle(non)sense | Chris retweeted
EA IN A NUTSHELL: KILLED MASS EFFECT. KILLED DRAGON AGE. KILLED DEAD SPACE. KILLED MEDAL OF HONOR. KILLED NEED FOR SPEED. KILLED BURNOUT. KILLED TITANFALL. KILLED MIRROR’S EDGE. KILLED ANTHEM. KILLED SPORE. KILLED SSX. KILLED ARMY OF TWO. KILLED SIMCITY. KILLED COMMAND & CONQUER.
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Battle(non)sense | Chris retweeted
The applications we have recieved are awesome from some people who are super passionate about making something of their life in an area of work they're interested in. The industry needs to ask itself why when so many people were made redundant are we choosing to hire people with no previous experience... Gotta end this gate keeping shit and just go with the best damn people who turn up every day. It's a talent based industry ffs. /rant
WE ARE HIRING PLAYERS - QA TESTERS Want to break into the games industry? We noticed that our community testers were on average reporting higher quality more specific bugs than our outsourced QA teams. We have for years required applicants for all roles submit their Steam recently played when applying to @BULKHEAD, contraversial 'apparently'... but we just want people who give a shit about what they do.. call it passion, call it drive, call it obsession.. whatever you want.. The games industry has been pretty weak for the last 6 or 7 years, but it's getting good again.. If you're interested in working in an industry where you get to make something that people play, be part of a team, and work on something you care about, apply for this. It's an entry level role, you must be in the UK, and it's hard work.. But if you want a way in? Here's an opportunity, we don't care if you're experienced or not.. just that you care. Please retweet and help get this in front of someone who might make a life changing decision and join a pretty cool industry as it turns a corner again. careers.bulkhead.com/jobs/85…
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Battle(non)sense | Chris retweeted
almost exactly 14 (!!!) years ago, Warframe's first ever patch was deployed. it was a closed alpha, we had made 0 dollars. FOURTEEN YEARS of hotfixing and changing and refreshing and trying.
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Battle(non)sense | Chris retweeted
The first quality of life patch for STAR WARS: Galactic Racer™ is now available to download on PS5, Xbox Series X|S, and PC! This patch includes the increase of Party Sizes in online multiplayer from 3 to 6 players, multiple keyboard layout presets, and more. Read the full patch notes here: starwarsgalacticracer.com/pa…
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Battle(non)sense | Chris retweeted
Wishlist Ebbtide on Steam: store.steampowered.com/app/4… The Steam page is finally live! Thank you for your patience and all the support. Lead the last carrier task force through a world overrun by zombies. Command your forces on the operations map, then zoom into battle and take control yourself. #indiedev #gamedev #Ebbtide
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Battle(non)sense | Chris retweeted
Scaling up helicopter operations in Ebbtide. 🚁 I’ve been working on helicopter group movement, with different formations and adjustable spacing between aircraft. Here’s a larger transport formation moving across Los Angeles before deploying its squads on the ground. How does the formation movement look? Also, the Steam store page should be ready to go live this week! Sorry for the wait, and thanks for your patience. Early development footage. #indiedev #gamedev
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Battle(non)sense | Chris retweeted
I can’t help but notice some Americans are using Tesla demoing a shell concept car hopping for two seconds as some kind of global claim of technical superiority. Well… Thrust-based vertical manoeuvring? Developed in Britain in 1957, culminating in the Harrier Jump Jet, with the P.1127 making its first hover in 1960. And the upside-down car stuff? That’s fan-generated downforce, already demonstrated by British car company McMurtry with its electric Spéirling, which has been destroying track records around the world for the last few years using that exact technology. So let’s not confuse demonstrating an existing engineering principle for the first time in a Tesla prototype to inventing the underlying technology. And the difference is, both the Harrier and McMurtry are real world products, not vastly adapted prototypes designed for a single demonstration. Rule Britannia, spiffing stuff boys and all that. 🇬🇧
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Battle(non)sense | Chris retweeted
🚨 AnyPS5 is now CLOSING IN on 90% PS5 system library support! 🔥 • 3,357 / 3,747 currently tracked system functions implemented • Overall system library coverage: 89.59% • GPU shader instructions remain at 100% • All 1,166 / 1,166 tracked RDNA shader instructions are recognized • libc is already at 99% • libkernel has reached 94% • Several PS5 libraries are already sitting at 100% Important: 90% library coverage does NOT mean 90% of PS5 games are playable. AnyPS5 is still extremely early, and the tracker only counts functions currently declared by the project. But going from 84.8% to 89.6% while the number of tracked functions ALSO expanded is some advanced progress. 👀
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Battle(non)sense | Chris retweeted
Say goodbye to jittery foot sliding and rigid state machines—Learned Motion Matching is changing how 3D characters handle basic locomotion. 🏃‍♂️💨 this breakdown demonstrates AiKodex's tool for Unity, using machine learning to generate ultra-smooth, responsive human movement.
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