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Razer Kitsune Firmware 2.0 Update Adds "SOCD Cleaning" Feature

When we launched the Razer Kitsune, we promised a device that not only meets the demands of today's fighting game community but also evolves with it. True to our word, I am excited to share something exciting that we've been working on—a significant update that's all about fine-tuning your control in the heat of battle.

What's the Update About?
The heart of this update is a new feature called SOCD Cleaning. Let me break it down: SOCD stands for Simultaneous Opposing Cardinal Directions—which happens when you press opposite directions at the same time on your controller. It's a common scenario, that can change how you fully control your character. If you're eager to update, the Firmware 2.0 Update for the Razer Kitsune is available now over at mysupport.Razer.com. It's a straightforward process, and it ensures your Kitsune is not just up to date but also customized to fit your play style even better.

Quantum Machines Launches OPX1000, a High-density Processor-based Control Platform

In Sept. 2023, Quantum Machines (QM) unveiled OPX1000, our most advanced quantum control system to date - and the industry's leading controller in terms of performance and channel density. OPX1000 is the third generation of QM's processor-based quantum controllers. It enhances its predecessor, OPX+, by expanding analog performance and multiplying channel density to support the control of over 1,000 qubits. However, QM's vision for quantum controllers extends far beyond.

OPX1000 is designed as a platform for orchestrating the control of large-scale QPUs (quantum processing units). It's equipped with 8 frontend modules (FEMs) slots, representing the cutting-edge modular architecture for quantum control. The first low-frequency (LF) module was introduced in September 2023, and today, we're happy to introduce the Microwave (MW) FEM, which delivers additional value to our rapidly expanding customer base.

DirectX 12 API New Feature Set Introduces GPU Upload Heaps, Enables Simultaneous Access to VRAM for CPU and GPU

Microsoft has implemented two new features into its DirectX 12 API - GPU Upload Heaps and Non-Normalized sampling have been added via the latest Agility SDK 1.710.0 preview, and the former looks to be the more intriguing of the pair. The SDK preview is only accessible to developers at the present time, since its official introduction on Friday 31 March. Support has also been initiated via the latest graphics drivers issued by NVIDIA, Intel, and AMD. The Microsoft team has this to say about the preview version of GPU upload heaps feature in DirectX 12: "Historically a GPU's VRAM was inaccessible to the CPU, forcing programs to have to copy large amounts of data to the GPU via the PCI bus. Most modern GPUs have introduced VRAM resizable base address register (BAR) enabling Windows to manage the GPU VRAM in WDDM 2.0 or later."

They continue to describe how the update allows the CPU to gain access to the pool of VRAM on the connected graphics card: "With the VRAM being managed by Windows, D3D now exposes the heap memory access directly to the CPU! This allows both the CPU and GPU to directly access the memory simultaneously, removing the need to copy data from the CPU to the GPU increasing performance in certain scenarios." This GPU optimization could offer many benefits in the context of computer games, since memory requirements continue to grow in line with an increase in visual sophistication and complexity.
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May 16th, 2024 21:46 EDT change timezone

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