WolfeyVGC ranked all 1000+ Pokémon to put one of them on top
WolfeyVGC ranked all 1000+ Pokémon to put one of them on top
Fedora Asahi Remix 43 is
now available:
This release incorporates all the exciting improvements brought by
Fedora
Linux 43. Notably, package management is significantly
upgraded with RPM 6.0 and the new
DNF5 backend for PackageKit for Plasma Discover and GNOME Software
ahead of Fedora Linux 44. It also continues to provide extensive
device support. This includes newly added support for the Mac Pro,
microphones in M2 Pro/Max MacBooks, and 120Hz refresh rate for
the built-in displays for MacBook Pro 14/16 models.

Firewall Ultra (2023), the tactical team shooter for PSVR 2, is officially set to go offline just three years after its initial launch.
Sony released an update to its original 2023 launch blogpost stating that Firewall Ultra will be “terminated and will no longer be available on September 17, 2026.”
While the game does feature some limited single-player PvE combat, a bulk of the game relies on online gameplay. Sony says that come September 17th at 10:00am PDT (local time here), the game will no longer be playable in any capacity.
Firewall Ultra had a pretty rocky start on PSVR 2. Released in August 2023, the team shooter was ostensibly hoping to replicate the success of Firewall Zero Hour (2018) on the original PSVR, although suffered a number of stumbling blocks along the way.
While being one of the premier shooters on PSVR 2 at the time, Firewall Ultra was marred early on, with many critics having cited issues with the game’s control scheme, amount of gameplay variety, and progression system, garnering it a middling Metacritic score of 61/100.
To add insult to injury, only four months after release developer First Contact Entertainment was shuttered, leaving Firewall Ultra essentially abandoned. Then, in early 2025, Sony dropped a surprise update which tweaked incentives ostensibly aimed at getting in new players—largely seen as a last hurrah for the game.
The post PSVR 2 Team Shooter ‘Firewall Ultra’ is Shutting Down in September appeared first on Road to VR.

Deep beneath
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Garmin has finally launched an official WhatsApp integration for its watches—and this time it’s the real deal. Unlike the limited functionality that existed before, you can now compose and reply to WhatsApp messages and threads directly from your wrist. No more fumbling for your phone just to say “yes” to dinner plans.
First things first: check if your watch is supported. Here’s the full list at launch:
The rule of thumb seems to be that all 2025 or 2026 releases are covered. The one 2024 exception is the Fenix 8.
Open the Connect IQ app on your phone and WhatsApp should be front and center at the top of the list. Or head straight to the app store here.
A couple of limitations worth noting:
There’s no LTE support. Even on the Fenix 8 Pro series (which has built-in cellular) this still requires your phone to be connected and nearby.
It’s a full app, not a widget. It’s installed like a sport app rather than a quick-access glance, so it’s not quite as frictionless to pull up.
There are no images. Photos, stickers, GIFs, and in-app camera shots all show up as “unsupported.”
If your WhatsApp threads are photo-heavy, this probably won’t wow you. But if you mainly need quick text replies—the classic “on my way,” “yes,” “give me five mins” stuff—it’s genuinely handy when your phone isn’t right next to you.
The usefulness also depends a lot on how central WhatsApp is to your life versus native messaging apps. iOS users in the U.S. might shrug; much of the rest of the world will care a lot more.
The big wishlist item now is LTE support. If Garmin is going to sell watches with built-in cellular, having messaging actually work over that connection would be prime.
After rolling out Search Live to all US Google app users last September, Google is now bringing the feature to every place where it offers its AI Mode chatbot. Search Live, if you need a reminder, allows you to point your phone’s camera at an object or scene and ask questions about what you see in front of you. Google debuted the tool at I/O 2025 before it began rolling it out to users. With today’s expansion, Search Live is available in more than 200 countries and territories.
What’s more, Google has updated the feature to run off its Gemini 3.1 Flash model, an upgrade the company says should translate to more natural conversations, in addition to a faster and more reliable experience. The new model is also natively multilingual. You can access Search Live from the Google app on Android and iOS. Tap the “Live” button below the search bar to get started. You can also access Search Live through Google Lens. As in the Google app, look for the “Live” icon, here located near the bottom of the screen, to start chatting.
This article originally appeared on Engadget at https://www.engadget.com/ai/google-expands-search-live-globally-150000252.html?src=rss
At last year’s Unbound Gravel, Cameron Jones averaged a staggering 22.49mph for more than eight hours to win the men’s race and Karolina Migon won the women’s Unbound 200 with a speed of 20.21mph.
In other words, gravel racing is fast, and Fulcrum has created the new Soniq GR and Sharq GR wheelsets to support these lightning speeds.

The Soniq GR and Sharq GR feature Fulcrum’s 2-Wave Rim profile. This is similar to the profile we’ve seen on wheels from companies such as Zipp and Princeton CarbonWorks.
“The variable wave profile, with a height of 47/52mm, improves air flow management and reduces the yaw moment and frontal drag,” Fulcrum says.
Fulcrum also uses this rim profile on the shallower Soniq and Sharq wheels, which straddle road and gravel riding.
But the new ‘GR’ variants of the wheels increase the internal rim width from 25mm to 30mm. This means the wheels can work “in perfect synergy” with gravel tyres that are 47–50mm wide.
Fulcrum says gravel tyres of this width have become “standard in today’s fastest gravel races” and are also “the ideal solution for everyday rides”.
It adds that its new gravel wheelsets are compatible with specific 45mm tyres, which it lists on its website.

The combination of the 30mm rim width and wider gravel tyres means you can better tailor your tyre pressure to your needs, according to Fulcrum.
“The larger air volume of the system allows for a wider adjustment range, to optimise the setup and find the best balance between speed, control and stability in relation to terrain, conditions and riding style,” Fulcrum says.

The combination is also said to improve airflow over the tyre and rim interface to enhance aerodynamics, and to help increase the tyre’s contact patch with the ground for greater grip and control.
Elsewhere, the two new wheelsets use Fulcrum’s mini-hook system, which it says ensures broad tyre compatibility and aids safety. They also have Fulcrum’s undrilled rim bed, which means you don’t need rim tape to set the wheels up tubeless.

On the surface, Fulcrum’s new Soniq GR and Sharq GR share many of the same features and dimensions. But the two wheelsets have several key differences.
The Sharq GR wheels are said to represent “the maximum expression of Fulcrum’s performance for gravel races”. To this end, they have rims made from FF100 carbon fibre, cup and cone bearings and aero spokes laced in a 2:1 pattern. They tip the scales at a claimed 1,550g.
Meanwhile, the Soniq GR wheels are “less competition oriented”. The rims use the lower-spec FF80 carbon fibre, round spokes and sealed bearings, which should require less maintenance. These wheels weigh a bit more at a claimed 1,695g.
These differences result in a difference in price. The Sharq GR costs £1,790 / $2,490 / €1,990 and the Soniq GR costs £1,290 / $1,790 / €1,290.
The wheelsets are available with XDR, NSW, HG and MS12 freehub bodies.
The kernel’s asynchronous
io_uring interface maintains two shared ring buffers:
a submission queue for sending requests to the kernel, and a completion queue
containing the results of those requests. Even with shared memory removing much
of the overhead of communicating with user space, there is still some overhead
whenever the kernel must switch to user space to give it the opportunity to
process completion requests and
queue up any subsequent work items. A
patch set from Pavel Begunkov minimizes this overhead by letting
programmers extend the io_uring event loop with a BPF program that can enqueue
additional work in response to completion events. The patch set has
been in development for a long time, but has
finally been accepted.


We are happy to announce the general availability of Fedora Asahi Remix 43. This release brings Fedora Linux 43 to Apple Silicon Macs. Fedora Asahi Remix is developed in close collaboration with the Fedora Asahi SIG and the Asahi Linux project. This release incorporates all the exciting improvements brought by Fedora Linux 43. Notably, package management is significantly upgraded with RPM 6.0 […]
UCLA’s Stop Methane Project ranked the 25 oil and gas sites with the largest methane emissions rates worldwide.

The special edition Pro 2 sports a striking Volt

The game is less than two weeks old, so the update focuses on some smaller issues

Nothing
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Samsung’s 32-inch Smart Monitor M9 (M90SF) is down to $1,299.99 on Amazon, a drop from $1,599.99 and its lowest price so far, according to price trackers. It is still expensive for a 32-inch display, but this is not a typical monitor. Samsung is positioning it somewhere between a premium display, a smart TV, and a casual gaming setup. PCMag rated it “excellent,” noting how well it balances work and play.
The 32-inch 4K QD-OLED panel is the main draw here. Colors look rich without oversaturation, and contrast is strong enough that darker scenes don’t wash out. And with a pixel density of about 138 ppi, text looks crisp for spreadsheets or design work.
It’s also flexible physically. You can raise, tilt, and rotate it into portrait mode, though you’ll need to extend it fully to pivot. That said, it is not the brightest screen on paper at 250 nits, but in a typical indoor setup, it still looks vivid, and the matte coating helps keep reflections under control. If you play games, the 165Hz refresh rate and near-instant response time keep motion smooth, and support for FreeSync Premium Pro and G-Sync means fewer visual hiccups. You can also stream games directly through Samsung’s Gaming Hub or Xbox Game Pass with just a controller, which is useful if you do not own a console.
This monitor runs Samsung’s Tizen operating system, so it works as a standalone TV. You get Samsung TV Plus, Netflix, YouTube, Prime Video, and more, all controlled by a slim remote that charges via a built-in solar panel. There is also SmartThings support for controlling compatible smart-home devices, and access to Microsoft 365 apps. A 4K webcam adds convenience for video calls, and the built-in speakers are usable for casual watching, though there is no headphone jack (wireless headphones recommended). On the downside, port selection is limited for a monitor at this price. You get one HDMI, one DisplayPort, one USB-C with 90W charging, and two USB-A ports, which can feel restrictive if you run multiple devices.
For someone who wants a single screen that can handle work during the day and replace a TV or console setup at night, the OLED M9 makes a strong case, especially now that it’s discounted to its best price yet.
Ever since making the jump to the Nintendo Switch, there’s something that’s bugged me about practically every modern Pokémon game, a feeling that has only intensified after spending countless hours in Pokopia. For titles based in big, open worlds and filled with adorable polygonal characters and lovely music, why is nearly every pokémon still saddled with a call that sounds like a dial-up internet connection?
As someone who played Pokémon Red and Blue at launch, I’m very aware that the origin of these sounds is tied directly back to those original titles on Game Boy, which was powered by an 8-bit SM83 processor from Sharp. Back then, it was a herculean challenge to fit the entire game into a single 512KB cartridge. So as a way to save space, the voice (or cry as they are more commonly known) of each of the original 151 Pokémon came from just 38 base cries, which then had their pitch or duration modified to create more unique sounds.
Naturally, this tradition of lo-fi cries continued throughout Pokémon’s run on the Game Boy and Game Boy Advance and onto the Nintendo DS and 3DS. And despite the higher-res graphics we got in subsequent titles, the use of sprite-based icons and other nostalgic touches made those bitcrushed calls sound right at home. However, when the series moved to the Switch and Switch 2 and embraced larger 3D worlds, those cries began to feel disconnected, especially for newer players without years of nostalgia to draw from.
The first issue is one of identifiability. They all kind of sound the same, especially in earlier titles like Red and Blue or Gold and Silver, where around one hundred new Pokémon are represented by just 30 base cries. Ideally, a monster’s voice would be just as recognizable as its silhouette. Unfortunately, the current lo-fi cries just don’t fit the bill.
The second problem is that the continued use of the old-school cries feels out of place in the grand scheme of Pokémon. When you watch the Pokémon anime, monsters don’t use the same crunchy screams. Same goes for the movies, including big theatrical releases like Detective Pikachu. At this point, pretty much every new piece of Pokémon media except the games (and the TCG for obvious reasons) features proper voice acting, which sort of brings us to the biggest reasons to ditch the audio clips from the Game Boy era: Pokémon that actually say their name is just super fun and easy to understand.
Sure, it’s a bit of a gimmick, but it works. Plus, it kind of resonates with the philosophy that many vexillologists hold that says flags should be simple enough for a child to draw. Kids can say “Charmander,” “Greninja” and even “Alomolola.” But there ain’t no way they are pronouncing this. For a game that’s intended to be played by younger audiences, having the reinforcement of hearing a pokémon say its name while also seeing it written out in text isn’t just easier to comprehend, it can also be a learning exercise. Also, just ask yourself, when you think of Squirtle, what do you hear in your head: this or this?
Now, there are several reasons why Game Freak hasn’t made this leap already. The first is obviously money. Granted, localization costs only make up a fraction of the budget for a Pokémon game, but it’s still a lot of work to translate things for various regions across the world, especially with modern titles available in at least nine different languages. This includes adjusting the names of specific monsters to better suit a specific market. For example, in Japanese, Hitmonchan and Hitmonlee are named Ebiwalar and Sawamular as a tribute to some of the country’s most famous boxers. So when you consider the need to get different voice actors across the world to perform all of these variations, things get expensive.
Furthermore, there’s an argument that creating a canonical voice for a main character like Victor or Gloria from Sword and Shield takes away from players’ ability to imagine their own. Pokémon is an RPG after all. However, I don’t think that reasoning flies when it comes to each monster’s individual cry, even though many of them have been upgraded or refined in recent years. Same goes for the idea that a Pokémon that says its name sounds less natural than whatever this is. At the end of the day, these monster calls are iconic, and the Pokémon devs know this, because they’ve given proper cries to characters like Pikachu and Eevee in certain situations.
Regardless, for a franchise that’s one of, if not the most valuable media property on the planet, I really hope that one day we can get proper vocal performances in Pokémon games, even if it costs Game Freak and Nintendo a little extra money. To be clear, I don’t hate the old 8-bit cries and I don’t think Game Freak needs to delete them entirely. They can simply be an alternate choice for anyone who prefers them over their actual voices. I just feel like after recently celebrating its 30th birthday, it’s time for Pokémon to move on and celebrate some of the voice acting that helped make the franchise so popular in the first place.
This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/its-time-for-game-freak-to-finally-give-pokemon-some-proper-voice-acting-130000851.html?src=rss
It’s been a while since having any improvements to talk about for the MGLRU multi-gen LRU functionality for the Linux kernel to optimize page reclamation and help with system performance especially when enduring memory pressure. But this week a Tencent engineer posted some very promising patches for further enhancing this kernel feature…
After letting us drive a prototype around in the snow earlier this month, BMW has fully unveiled its all-new i3 electric vehicle. It’s a far cry from the original funky hatch launched way back in 2013, offering more of everything including power, range and space. It also looks like you’d hope a 3-series EV would: a sporty sedan, minus the polarizing grille on the gas-powered M3.
The i3 uses BMW’s Neue Klasse platform and indeed borrows inspiration from the company’s Vision Neue Klasse concept unveiled in 2023. With motors on the front and rear in the 50 xDrive configuration, along with the 800-volt electrical system, it delivers a combined 463 HP and 476 lb-ft of torque, just a touch less than BMW’s G80 M3.
That will make the BMW quick (the automaker didn’t say how quick yet), but it will also be efficient. BMW estimates that the i3 will go 440 miles on a charge according to EPA guidelines and offer quick energy replenishment as well via DC charging speeds up to 400kW — up to 30 percent faster than its previous Gen5 tech. The battery pack will also be directly integrated into the chassis to reduce weight and increase torsional rigidity, while allowing bidirectional charging so you’ll be able to use it as a battery on wheels to power your home in a blackout.
Styling-wise, the i3 is much simpler up front with the grille and headlights incorporated as a single unit. A recess down the center of the hood draws your eye to the badge, while giving the EV muscle car allure. The side intakes add to that impression, as do the bulgy fenders, “Le Catellet Blue” metallic paint and optional lighting animations (Relaxed, Excited and Balanced).
On the tech side, the i3 supports BMW’s Digital Key Plus so you can open the doors or trunk with a smartphone or smartwatch. The interior, meanwhile, looks as futuristic as I’ve seen in any recent EV thanks to the 17.9-inch Panoramic Vision display that’s angled toward the driver, along with an optional 3D heads-up display. The system features a self-learning voice assistant with Amazon Alexa+ AI and supports customizable themes, colors and background images. It also includes a wireless charging pad for your smartphone or other devices.
Inside, you can choose between multifunction and M Sport seats trimmed in different themes, including imitation leather in Agave Green, Digital White, Castanea or Black, or an M Design World theme in Black Veganza with M Performtex material. Alternatively, you can go for the BMW Individual scheme with real black Merino leather. For controls, BMW is using a hybrid system with physical buttons for the hazard lights and parking brake and “Shy Tech” buttons on the steering wheel that activate only when required.
BMW will start i3 production in August 2026 and deliveries later in the fall, with pricing set to be revealed around that time. From what we’ve seen so far it’s going to offer outstanding performance and range, but don’t expect it to be cheap.
This article originally appeared on Engadget at https://www.engadget.com/transportation/evs/bmws-i3-is-reborn-as-a-sporty-440-mile-range-ev-sedan-124614369.html?src=rss