Microsoft says it's going to 'fundamentally raise the bar' on driver quality, reliability and security across Windows
While Windows has represented my go-to operating system more often than not, that doesn't mean I especially like using it. Microsoft appears to be all too aware of begrudging use cases such as my own, as it's recently committed to making all things Windows 11 'better'. Most recently, it's Windows' drivers that are enjoying a concerted improvement effort.
At WinHEC 2026 (the first Windows Hardware Engineering Conference since 2018), the company introduced the Driver Quality Initiative (DQI), "a comprehensive, ecosystem-wide effort designed to fundamentally raise the bar on driver quality, reliability and security across Windows."
"Drivers sit at the heart of every Windows experience. They connect the OS to the silicon, components and peripherals that make Windows one of the most versatile platforms in the industry," Microsoft explains. "Today, thousands of partners contribute to tens of thousands of active driver families across the Windows install base." hilogame.news
"When drivers are high quality, customers experience reliable, secure, performant devices. When drivers fail, customers experience it as a device problem, regardless of where the root cause sits."
Fair point. After all, who among us hasn't cursed a driver update for turning our desktop world upside down? The initiative consists of four 'pillars', which include expanding quality measures for drivers with improved partner verification measures, improving driver lifecycle management, and improving Windows driver architecture itself.

To elaborate a bit on that latter point, Microsoft shares that it is "heavily investing in hardening kernel mode drivers and enabling the third-party kernel mode driver transition to either user mode driver or Microsoft authored class drivers."
As a bid to "ensure higher driver security, reliability and resiliency," this 'architecture' pillar seems pretty foundational to the driver initiative as a whole.
The DQI is perhaps no surprise, given Microsoft's recent re-commitment to Windows quality. President of Windows and devices Pavan Davuluri also said that 2026 would be the year Microsoft focuses "on addressing pain points we hear consistently from customers: improving system performance, reliability, and the overall experience of Windows."
Microsoft is also rethinking its implementation of AI features, in addition to bringing the wider driver ecosystem back into step. Still, on all counts it's relatively early days, and the DQI blog post stresses that WinHEC 2026 was just "the start of the work, not the end."
Borthwick delays call on resting Itoje until final England squad announced in June
‘I’ll make decisions when time comes,’ says head coach
Chessum expected to lead side in at least one July Test
England’s head coach, Steve Borthwick, has confirmed he may rest some senior players including his captain, Maro Itoje, for all or part of his squad’s summer Nations Championship games. A final decision will not be taken until next month but, barring an injury crisis, it seems probable England will be under fresh leadership on the field for at least one of their July Tests.
Rather than a traditional tour to a single country, the new tournament will require Borthwick and his squad to play internationals on three different continents on successive weekends, starting against South Africa in Johannesburg on 4 July and finishing in Santiago del Estero in Argentina on 18 July.
Continue reading...Outward 2 startet im Juli 2026 im Early-Access
Nine Dots Studio hat den Early-Access-Termin für „Outward 2“ bekannt gegeben. Im Juli geht die Early-Access-Phase los. Zuvor findet eine geschlossene Beta statt, die am 26. Mai 2026 beginnt.
In „Outward 2“ übernehmt ihr nicht die Rolle eines Helden, sondern beginnt mit einfachen Hintergründen. Drei Start-Szenarien und elf auswählbare Herkunftsgeschichten bestimmen eure Ausgangssituation. Niederlagen bedeuten nicht das Ende, sondern setzen die Geschichte unter veränderten Bedingungen fort. Die Konsequenzen reichen von kleineren Rückschlägen bis zu schwerwiegenden Folgen, die euren weiteren Weg beeinflussen.
Das Charaktersystem entwickelt sich anhand eures Spielstils weiter. Je nachdem, welche Waffen, Rüstungen und Taktiken ihr bevorzugt, entstehen neue passive Fähigkeiten. Ergänzt wird dies durch Trainer, die euch gegen Bezahlung zusätzliche Fertigkeiten vermitteln. Zauber werden durch Rituale vorbereitet und Waffen verfügen über eigene Bewegungsabläufe und Kombinationsmöglichkeiten.
Laut Guillaume Boucher-Vidal, CEO, Gründer und Creative Director von Nine Dots, wurde besonderer Wert darauf gelegt, die Stärken des Vorgängers auszubauen und die Erkundung, die Geschichte, die Spielwelt sowie die Kämpfe weiter zu verbessern.
Auch das Inventarmanagement ist in „Outward 2“ ein wichtiger Bestandteil, wie die Entwickler mitteilten. Euer Rucksack dient als wichtigste Ausrüstungsquelle und muss sorgfältig organisiert werden. Neu ist ein Lasttier, das zusätzliche Gegenstände transportieren kann, jedoch ebenfalls geschützt werden muss.
„Outward 2“ erscheint am 7. Juli 2026 im Early-Access für PC über Steam, Epic Games Store und GOG.
Quelle: Pressemitteilung
Slik blir din iPhone endelig smart i høst
Det er ikke WWDC riktig enda, det er 8. juni, men tradisjonen tro har Apple avslørt nye hjelpemidler som kommer til iPhone i høst med iOS 27, og det er ekstra spennende i år grunnet store Apple Intelligence-forbedringer.
Apple bruker AI til å gjøre iPhone og iPad mer tilgjengelig for alle med iOS 27 i september
Selskapet presenterte i dag en pakke med nye funksjoner som kommer til iPhone, iPad, Mac, Apple TV og Apple Vision Pro senere i år. Mange av dem er drevet av Apple Intelligence og er bygget rundt personvern, siden behandlingen skjer lokalt.
Apple har altså kunngjort en rekke tilgjengelighetsoppdateringer som benytter Apple Intelligence, og spesielt en funksjon ser ut til å bli nyttig for langt flere enn de den primært er laget for.
Apple enheter kan snart tekste alt
Den funksjonen som trolig vil nå flest brukere, er automatisk genererte undertekster. Med iOS 27 vil iPhone kunne vise undertekster på videoer som ikke allerede har dem, enten det er en klipp i Messages, en video på sosiale medier, eller innhold strømmet fra nettet.
Undertekstene genereres lokalt på enheten via talegjenkjenning, og utseendet kan tilpasses. Funksjonen lanseres foreløpig kun på engelsk i USA og Canada, men Apple vil nok utvide til flere språk over tid. Dog, det tar ofte tid med norsk lokalisering.

VoiceOver og Magnifier blir kraftigere i iOS 27
For brukere med synsnedsettelse får VoiceOver en ny Image Explorer som bruker Apple Intelligence til å gi mer detaljerte beskrivelser av bilder, inkludert fotografier, skannet post og personlige dokumenter.
Via Action-knappen på iPhone kan brukere stille spørsmål om hva kameraet ser og få umiddelbare svar.
Magnifier får tilsvarende oppgraderinger i et høykontrastgrensesnitt tilpasset svaksynte. Her kan brukere også styre appen med talekommandoer som «zoom inn» eller «slå på lommelykt».
Stemmestyring med naturlig språk
Voice Control blir mer intuitiv med Apple Intelligence. I stedet for å måtte huske eksakte knappetekster eller nummere, kan brukere nå beskrive elementer på skjermen med naturlig språk – for eksempel «trykk på den lilla mappen» eller «trykk på guiden om beste restauranter».
Funksjonen lanseres på engelsk i USA, Canada, Storbritannia og Australia.
Accessibility Reader og rullestolkontroll
Accessibility Reader – Apples tilpassede lesemodus for brukere med blant annet dysleksi og synsnedsettelse – får støtte for mer komplekst kildemateriale som vitenskapelige artikler med flere kolonner og tabeller.
Det kommer også innebygd oversettelse slik at tekst kan leses på morsmålet med beholdt formatering.
For brukere av elektriske rullestoler som ikke kan betjene joystick, kommer en ny funksjon til Apple Vision Pro: eyetracking-systemet i headsettet brukes til å styre kompatible alternative driveenheter. Funksjonen lanseres med Tolt og LUCI i USA.

Andre nyheter på vei til Apples økosystem i høst
- Større tekst på Apple TV: tvOS får støtte for økt tekststørrelse for svaksynte.
- Navngjenkjenning: Varsler brukere som er døve eller tunghørte hvis noen sier navnet deres – nå tilgjengelig på over 50 språk.
- Sony Access-kontroller: Kan nå kobles til iOS, iPadOS og macOS som spillkontroller med full knapptilpasning.
- Made for iPhone-høreapparater: Forbedret paring og overgang mellom Apple-enheter.
- Hikawa Grip & Stand: Det adaptive MagSafe-tilbehøret fra LA-designer Bailey Hikawa er fra i dag tilgjengelig i tre nye farger globalt via Apple Store.
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How to get all Biomods in Subnautica 2, and what each one does
Biomods are effectively your skills in Subnautica 2. Some are active effects, like dashing to avoid predators or producing a jolt of electricity, but most of them are passive buffs that go a long way in making life under the waves easier.
You'll have access to only a handful of Biomods at the start of the game when you power up the Biolab in the Welcome Center, but once you reach the Alien Ruins and unlock the Bioscanner upgrade, you'll see the full repertoire at the Biolab.
The only hurdle is that you need to scan various creatures across the ocean to unlock each Biomod. Below, I'll explain where to find each of the creatures you need to scan, and what each Biomod does.
How to get all Biomods in Subnautica 2
There are currently 15 Biomods, which consist of five active and ten passive. However, you can only equip one of each type right now. The Subnautica 2 roadmap explains that there are planned improvements coming to Biomods in update 1.1, including more passive Biomod slots.
At the start of the game, you have access to the following Biomods when you power up the Welcome Center and interact with the Biolab inside:
Biomod | Type | Effect |
|---|---|---|
Dash | Active | Dash in any direction to avoid predators or hazards. |
Pathfinder | Active | Leave a trail of pheromones that you can follow to find your way. |
Sea Skimmer | Passive | Swim faster when close to underwater surfaces or the seafloor. |
Oxygen Control | Passive | Slows oxygen consumption when not moving. |
You'll be restricted to these four options until you complete all the tasks in the starting area and travel to the Alien Ruins to the east, at which point you can find the Bioscanner upgrade. Once you collect this and equip it at the Modification Station, you can scan creatures to unlock additional Biomods. While you're told what creatures you need to find, you won't know what each Biomod does, or even where to find said sea beasts.
Here are all the remaining Biomods that you need to unlock, and where to find the specific creatures they ask for:
Sonic Echo
- Type: Active
- Effect: Emit a sonar pulse to highlight nearby resources
- Scan: Collector Leviathan
To unlock Sonic Echo, you need to scan the terrifying Collector Leviathan, which you'll recognise as the beast patrolling the gorge between the Tadpole Pens and the Alien Ruins.
You can either scan this Collector Leviathan or go down to the Metal Farm area (with the green glowing pools), where you'll find two more. Either way, you'll want to stick close to cover and use Distraction Flares or the Camouflage Biomod to be able to get close enough to scan it. I didn't have much luck using the Electric Discharge Biomod, despite how useful it sounds here. As you've no doubt found out the hard way, if this monster grabs you, it'll kill you in one bite.
Electric Discharge


- Type: Active
- Effect: Emit an 800-volt electric shock to deter medium and large predators
- Scan: Electric Geordie
You can find the Electric Geordie you need to scan near the Alien Turbine. From the Alien Ruins Research Outpost, head east towards the Angel Comb, where you'll find Electric Geordie next to a large metal pillar (like a chess piece) with a blue light on it. There are more by the green glowing pools at the Metal Farms, too. I recommend using your Tadpole as bait, since the fish will latch onto it and shock it.
Chum Cloud


- Type: Active
- Effect: Release a cloud of delicious bait to distract predators
- Scan: Houndgar, Toxic Sponge
To unlock this Biomod, I actually recommend you travel back to the starting area. That's because you can find Houndgar near the Cicada shipwreck in the volcanic area, not far from the Tadpole Pans. They're about 720m southwest of the Alien Ruins, or 550m west of the Lifepod.
Toxic Sponge, on the other hand, is easy to scan in the small cave just 30m east of the Lifepod, almost directly below it.
Bioluminescence


- Type: Passive
- Effect: Glow in the dark
- Scan: Sandspear, Electric Geordie
If you've got the Electric Discharge Biomod, then you'll have already scanned an Electric Geordie. Otherwise, I recommend going back to the Alien Turbine and scanning one there.
Sandspear are found in or around the seabed in the starting Shallows area. I found one in a cave 70m west of the Lifepod, so not very far away at all. You'll sometimes see them shimmying about in the sand.
Camouflage


- Type: Passive
- Effect: Become invisible to predators when not moving
- Scan: Bullethead
You'll often find Bulletheads lodged into cave walls, so they're easy to miss if it's dark. I found multiple in a cave 120m away, 300 degrees northwest of the Alien Ruins Research Outpost. The cave covers more or less the entirety of the area underneath the Research Outpost, and there are multiple entrances.
Water Retention


- Type: Passive
- Effect: Gain more water from all sources with enlarged, orca-like kidneys
- Scan: Coral Crab
Coral Crabs are easily found around the rock pillar in the open seabed near Chap's base about 120 degrees southeast of the Lifepod, 200m away, just past the Welcome Center. However, you can also find them with the Houndgars near the Cicada shipwreck overlooking the Tadpole Pens in the volcanic area.
Homing Sense


- Type: Passive
- Effect: Detect nearby bases with electrical power
- Scan: Surge Jelly, Hammerhead
You'll find both Surge Jelly and Hammerhead near the Lifepod in the starting area. There's a large group of Surge Jelly just past Chap's base, roughly 250m south of the Lifepod, near a large natural currant.
Hammerheads are common further out from the Lifepod, but I recommend going towards the Coral Crabs and sulfur deposits by the rock pillar near Chap's base, 250m southeast of the Lifepod. There should be one patrolling the area, not far from a pack of Nibbler Mango.
Threat Sense
- Type: Passive
- Effect: Detect nearby threats with specialised hair cells
- Scan: Hoverthorn
Hoverthorn are absolutely tiny fish that are quite hard to actually scan. On the bright side, they're easy to find basically all around the Alien Ruins. I recommend going close to the edge of the pit with the Collector Leviathan between there and the Tadpole Pens, which is roughly 300m south, southwest of the Alien Ruins.
Dermal Garden
- Type: Passive
- Effect: Slowly grow nutritious algae on your skin
- Scan: Needler Mango
Needler Mango is one of the easiest fish to scan since they have a dedicated nest area, which you've likely already visited before to get Creature Enamel, Ruby's blackbox, or the Tadpole depth module. There's a bunch of them about 250m southeast of the Alien Ruins Research Outpost. Since they take a moment to line up their shots and again between volleys, that's the best time to get close for a scan.
Slow Metabolism
- Type: Passive
- Effect: Your microbiome becomes more efficient, making food loss slower
- Scan: Nibbler Mango
Nibbler Mangoes are the most common predators in the starting Shallows area, so you're bound to run into one by swimming in any direction from the Lifepod. I once again suggest going towards Chap's base, 250m southeast of the Lifepod, or towards the Old Habitat 350m to the north of the Lifepod.
Water Secretion
- Type: Passive
- Effect: Slowly fills a water packet by filtering fresh water from the sea
- Scan: Water Slug
Ah, the humble Water Slug. Existing only to be turned into bottles of drinking water, you can find Water Slugs on the seafloor virtually anywhere, whether that's around the Lifepod or the seabed around the Alien Ruins Research Outpost.
Best Biomods in Subnautica 2
Right now, you can only equip one active and one passive Biomod, making the choice of which ones to use even harder. Some are unfortunately pretty terrible, like Homing Sense to detect bases with electricity, while others are very useful if you're struggling with something specific.
These are the Biomods I recommend you use:
Dash
You can get this active Biomod almost as soon as you visit the Welcome Center, and it's my go-to since you can use it to dodge predators or simply get around faster.
Electric Discharge
If you've got a predator hot on your tail, you can release a jolt of electricity to temporarily stun it, letting you get a safe distance away.
Camouflage
This passive mod makes you invisible while not moving, perfect for sneaking past even the scariest Leviathans (I tested it).
Dermal Garden
It sounds disgusting but growing edible algae is very useful in the Alien Ruins area, where natural food sources are more scarce. Water Slugs are everywhere, but there aren't tons of plants you can harvest for fibrous pulp or the like.

How to increase O2 in Subnautica 2: Take a breather
How to build bases in Subnautica 2: Habitat sweet habitat
Subnautica 2 Sonic Resonator: Mine metals
Subnautica 2 Wakemaker: Gotta swim fast
Subnautica 2 Tadpole: Mini submersible






