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Tech Optimizer
April 1, 2026
Independent benchmarking by McKnight Consulting Group shows that EDB Postgres AI for WarehousePG provides significant cost efficiency and performance consistency, with organizations potentially saving up to 58% in total cost of ownership compared to leading cloud data warehouse solutions. The evaluation compared EDB PG AI against competitors like Snowflake, Databricks, Amazon Redshift, and Hive on Apache Iceberg using a 10TB extended TPC-DS dataset, focusing on high-concurrency mixed workloads. Key findings include: - EDB PG AI demonstrated unmatched cost efficiency, with an annual cost of ,886 compared to Snowflake’s ,953 for a multi-cluster setup. - It exhibited superior concurrency handling, with the lowest performance slowdown of 2.7x when scaling from one to five concurrent users, outperforming Snowflake (3.9x), Redshift (4.0x), and Databricks (4.1x). - EDB PG AI's core-based, capacity-pricing model eliminates unpredictable pricing fluctuations associated with consumption-based models. EDB announced Q1 2026 platform updates, including: - GPU-Accelerated Analytics for 50–100x faster analytics on large datasets. - Enhanced Agent Studio for quicker AI agent development and deployment. - Upgraded Vector Engine for improved indexing speed and efficiency. - WarehousePG Enterprise Manager for simplified management of MPP workloads. - Agentic Database Management with a native chatbot for natural language database management. - Certification as a mission-critical data layer for the Red Hat Ansible Automation Platform.
AppWizard
April 1, 2026
Google has launched Veo 3.1 Lite, an AI video generation model for professional developers, priced at five cents per second for 720p video and eight cents per second for 1080p video. It is only available to paying users of Google AI Studio and does not support 4K video. Clip lengths are limited to four, six, or eight seconds, and formats include landscape (16:9) and portrait (9:16). Additionally, Google has reduced prices for the existing Veo 3.1 Fast model, effective April 7, with new rates of 10 cents per second for 720p (down from 15 cents), 15 cents per second for 1080p (down from 18 cents), and 35 cents per second for 4K (down by five cents). Comprehensive developer documentation is available for the new model.
AppWizard
April 1, 2026
Recent investigations into the Google Play Store have revealed that a small group of developer networks is dominating the cast-to-TV and screen mirroring category, operating over 280 apps under deceptive accounts with a total of 1.8 billion installs. Users have reported that many of these apps do not function as advertised, displaying uncloseable ads, charging for "free trials," and promoting high weekly subscription fees. Key problematic networks identified include: - iKame/Begamob (Vietnam): Manages over four accounts and more than 130 apps, with approximately 1.5 billion installs. - MaxLabs (Hong Kong): Operates eight developer accounts with various app names. - Package ID ai.chatbot.alpha.chatapp: Originally an AI chatbot, now rebranded as a casting tool. - Nice – Polska Sp. z o.o.: Claimed to be a UK shell company run by an individual in Pakistan. - Incube Technologies (Pakistan/UAE): Offers app store optimization services under the name “SwiftBiz Apps.” Google is currently investigating these allegations and has stated that it will take appropriate action against apps violating its policies.
AppWizard
April 1, 2026
Mojang released a new patch for Minecraft, Bedrock version 26.12, on March 31, which is recognized on consoles as Minecraft update 3.35/1.045 (complete version 1.045.000). The update includes fixes for several gameplay-disrupting bugs and resolves an issue in Realms Stories where the Members tab failed to load correctly. A previous patch for PC users corrected an issue with mouse camera sensitivity. Upcoming features include golden dandelions dropping from moobloom, enhanced utility for the Clock, Sniffers digging out golden dandelions, increased utility for Bats, expanded customization options for Banners, oysters as interactive ocean containers, and tadpole compatibility with golden dandelions.
BetaBeacon
April 1, 2026
Decentraland's native MANA token trades at roughly [openai_gpt model="gpt-3.5-turbo-0125" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: Decentraland Expands Reach with Epic Games Store and Mobile Launch The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than 0 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables. Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly [cyberseo_openai model="gpt-3.5-turbo-0125" prompt="Rewrite a news story for a business publication, in a calm style with creativity and flair based on text below, making sure it reads like human-written text in a natural way. The article shall NOT include a title, introduction and conclusion. The article shall NOT start from a title. Response language English. Generate HTML-formatted content using tag for a sub-heading. You can use only , , , , and HTML tags if necessary. Text: The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than $400 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly $70 billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables.The 💜 of EU techThe latest rumblings from the EU tech scene, a story from our wise ol' founder Boris, and some questionable AI art. It's free, every week, in your inbox. Sign up now! Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly $0.08, down dramatically from its peak above $5 during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached $4.2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised $26 million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" ].08, down dramatically from its peak above during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"].08, down from its peak above during the 2021 crypto bull run. The platform has around 847,000 monthly unique visitors to its web client, with daily unique visitors increasing by 23% since mid-2025. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31% quarter on quarter.
Winsage
March 31, 2026
Speechify has launched a Windows application featuring real-time text-to-speech and speech-to-text functionality, allowing for both cloud-based and on-device processing. On-device processing ensures user voice data remains secure on the machine. The application utilizes the Windows ML stack and platform APIs to operate across x64 and Arm64 architectures, leveraging Qualcomm’s Snapdragon technology for enhanced performance. The ONNX Runtime's QNN execution provider facilitates real-time transcription on Snapdragon laptops, enabling a split encoder-decoder architecture that optimizes processing. The application includes features like system-wide shortcuts, auto-pasting of transcribed text, OCR functionality, and secure data handling through Windows DPAPI. The Speechify Windows application is available for x64 and Arm64 devices via the Microsoft Store.
AppWizard
March 31, 2026
The appetite for free crypto mining applications on Android devices is increasing in 2026, with users seeking ways to earn Bitcoin and other cryptocurrencies without investing in expensive mining hardware. Mobile mining solutions now utilize cloud-based infrastructures and reward systems, allowing users to generate daily crypto income with minimal technical skills. Key mining applications include: 1. AngelBTC: Offers daily sign-in hashpower with structured mining contracts, emphasizing renewable energy sources. 2. CryptoTab Browser Lite: Allows passive Bitcoin mining through daily web browsing, with modest earnings dependent on user activity and referrals. 3. StormGain: Combines a trading platform with mining features, enabling easy activation and reward monitoring. 4. ECOS: A regulated cloud mining provider offering trial access and structured contracts for new users. 5. MinerGate Mobile Miner: Supports multi-currency mining from mobile devices, though profitability is low due to hardware limitations. 6. NiceHash: A marketplace for buying or selling mining power, aimed at experienced users. In 2026, Android mining apps are categorized into three types: cloud mining, on-device mining, and reward-based systems. The most effective model combines cloud mining with engagement-based entry mechanisms. Industry trends include a shift toward structured entry models, transparent contracts, and a focus on renewable energy. Users should be cautious of unrealistic profit claims, withdrawal restrictions, and the potential for simulated mining rather than actual hashpower.
Winsage
March 31, 2026
Microsoft's preview update for Windows 11, KB5079391, initially supported display refresh rates exceeding 1,000Hz, potentially reaching up to 5,000Hz. The update was applicable to Windows 11 versions 25H2, 24H2, and 26H1. It introduced enhancements such as improved auto-rotation and HDR reliability, better power efficiency for USB4-connected monitors, detailed image descriptions for Copilot and Copilot+ PCs using Narrator, and redesigned dialog boxes in the Accounts settings menu. However, Microsoft retracted the update on March 27 due to installation issues, with plans to roll out the enhancements in a future release.
Winsage
March 31, 2026
Fastfetch version 2.61 has been released, discontinuing support for Windows 7 and 8, with Windows 8.1 as the oldest supported version. The GPU module on Windows now uses DXCore for improved detection accuracy, available only on Windows 10 and later. In the Windows Subsystem for Linux (WSL), the GPU module has been optimized for speed but may have reduced accuracy due to the removal of directx-headers. On Linux, Fastfetch has transitioned to a pure C implementation, enhancing performance and simplifying the build process. New features include a brightness option for color display, detection of Bluetooth keyboards on Linux, display of empty memory slots, support for GlazeWM detection, identification of marketing product names on Asahi Linux, and recognition of M5-based Mac models on macOS. Improvements in hardware detection and system reporting have been made across all platforms, with enhanced SMBIOS data handling and reliability for Intel-based Macs. Stability improvements for terminating child processes on Windows have also been implemented. Critical fixes address missing memory device reporting, CPU cache deduplication issues, accurate window manager version reporting for niri, SSID decoding problems, and a Windows-specific issue affecting the command prompt code page.
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