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Today β€” 24 May 2025Main stream

200 mph for 500 miles: How IndyCar drivers prepare for the big race

This coming weekend is a special one for most motorsport fans. There are Formula 1 races in Monaco and NASCAR races in Charlotte. And arguably towering over them both is the Indianapolis 500, being held this year for the 109th time. America's oldest race is also one of its toughest: The track may have just four turns, but the cars negotiate them going three times faster than you drive on the highway, inches from the wall. For hours. At least at Le Mans, you have more than one driver per car.

This year's race promises to be an exciting one. The track is sold out for the first time since the centenary race in 2016. A rookie driver and a team new to the series took pole position. Two very fast cars are starting at the back thanks to another conflict-of-interest scandal involving Team Penske, the second in two years for a team whose owner also owns the track and the series. And the cars are trickier to drive than they have been for many years, thanks to a new supercapacitor-based hybrid system that has added more than 100 lbs to the rear of the car, shifting the weight distribution further back.

Ahead of Sunday's race, I spoke with a couple of IndyCar drivers and some engineers to get a better sense of how they prepare and what to expect.

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Β© Brandon Badraoui/Lumen via Getty Images

Before yesterdayMain stream

Satisfactory now has controller support, so there’s no excuse for your bad lines

Satisfactory starts out as a game you play, then becomes a way you think. The only way I have been able to keep the ridiculous factory simulation from eating an even-more-unhealthy amount of my time was the game's keyboard-and-mouse dependency. But the work, it has found meβ€”on my couch, on a trip, wherever one might game, really.

In a 1.1 release on Satisfactory's Experimental branch, there are lots of new things, but the biggest new thing is a controller scheme. Xbox and DualSense are officially supported, though anyone playing on Steam can likely tweak their way to something that works on other pads. With this, the game becomes far more playable for those playing on a couch, on a portable gaming PC like the Steam Deck, or over household or remote streaming. It also paves the way for the game's console release, which is currently slated for sometime in 2025.

Coffee Stain Studios reviews the contents of its Experimental branch 1.1 update.

Satisfactory seems like an unlikely candidate for controller support, let alone consoles. It's a game where you do a lot of three-dimensional thinking, putting machines and conveyer belts and power lines in just the right places, either because you need to or it just feels proper. How would it feel to select, rotate, place, and connect everything using a controller? Have I just forgotten that Minecraft, and first-person games as a whole, probably seemed similarly desk-bound at one time? I grabbed an Xbox Wireless controller, strapped on my biofuel-powered jetpack, and gave a reduced number of inputs a shot.

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Β© Coffee Stain Studios

World Labs’ AI can generate interactive 3D scenes from a single photo

2 December 2024 at 09:27

World Labs, the startup founded by AI pioneer Fei-Fei Li, has unveiled its first project: an AI system that can generate video game-like, 3D scenes from a single image. Lots of AI systems can turn a photo into 3D models and environments. But World Labs’ scenes are unique in that they’re interactive β€” and modifiable. […]

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