24 Jun 2026
TalkAndroid
Android Auto navigation finally fixes its most frustrating alert issue
Tired of pop-up alerts blocking your next turn on Android Auto? In 2026, Google Maps finally addressed that…
24 Jun 2026 3:30pm GMT
The serial killer series everyone is bingeing in a single sitting is giving Netflix fans chills
Think your winter streaming menu could use a little more chill? Netflix's Spanish serial killer mini-series has been…
24 Jun 2026 3:00pm GMT
Android Developers Blog
Expanded billing choice and lower fees on Google Play

Posted by Paul Feng, Vice President, Google Play Eng, Product, UX
At Google Play, we are committed to delivering the best possible experience to users, while ensuring developers have the tools and adaptability to succeed. Guided by this commitment, earlier this year we announced updates to our business model introducing more billing flexibility, lower fees, and new programs to help your business thrive.
With some of these changes rolling out soon, the breakdown below outlines what is coming, where to find more information, key dates, and how to get started.
More billing flexibility
Google Play's billing system safely, efficiently, and intuitively handles the complexities of taxes, compliance, and subscriptions across 195+ markets with 300+ local payment methods. However, we understand there are situations where your business needs more flexibility, and that's why we're offering you more options in how you handle digital commerce.
Building from existing programs, the new billing choice program is available to all developers globally who provide digital services or content to users within the United Kingdom and the European Economic Area, alongside programs in the United States. Following this initial phase, we will continue expanding availability to additional markets. You will find the global release schedule at the bottom of this post.
Through these programs, developers can offer an alternative billing system or link users to their own website for purchases, alongside Google Play's billing. You may also design your own choice screen in accordance with our UX guidelines, as an alternative to Google Play's default version.
Please find all the details in the program page here.
Lower, separate fees
To enable this new level of flexibility, we're separating our service fee from the billing fee. This starts on June 30, 2026, beginning with the United States, European Economic Area, and United Kingdom.
Regardless of whether you use Google Play's billing system, alternative billing, or external web links, the service fee starts at 10% on your first $1M (USD) in annual earnings. This 10% service fee also applies to all auto-renewing subscriptions. For all other transactions, the rates in the table below applies:
For other transactions, the service fee will be determined by whether the transacting user's install is new or existing relative to the regional rollout date:
- New installs: A transaction from a user whose first-time install or first update of the app from Google Play occurred on or after the date that the new fee structure launched in their region.
- Existing installs: A transaction from a user whose first-time install or first update of the app from Google Play occurred before the date that the new fee structure launches in their market.
Review this Help Center article to understand how these rates apply to your business.
Games Level Up and Apps Experience program guidelines
We are also excited to announce even more opportunities for partners who deliver exceptional user experiences across the Android ecosystem: the revamped Games Level Up and the new Apps Experience program. Detailed guidelines are now available on the respective program websites.Apps and games that meet all requirements are eligible for a new program rate card with reduced rates. See the table below for details:
Visit the Games Level Up and Apps Experience program websites, review the guidelines, and start preparing your games and apps ahead of September 30, 2026, when the program rate cards officially become available.
Global release schedule
Evolving our business model requires technical infrastructure and alignment with local regulations, so these updates will roll out on a staggered timeline. To help you plan, here is the previously announced release schedule for each update across all markets:Here is a quick recap of the resources available to help you get started:
- Review the billing choice program;
- Learn more about Google Play's lower service fees;
- Explore detailed guidelines on the Games Level Up and Apps Experience program websites.
We look forward to building the next generation of Google Play experiences together.
24 Jun 2026 2:00pm GMT
TalkAndroid
Blox Monsters Codes
Looking for Blox Monsters Codes? Find active rewards, bonus items, and simple redemption steps to boost your progress.
24 Jun 2026 7:42am GMT
18 Jun 2026
Android Developers Blog
Android developer verification: Building a safer ecosystem together

Last year, we introduced Android developer verification to strengthen ecosystem security and stop malicious actors from hiding behind anonymity to release harmful apps. Millions of apps have been registered since the verification launched in March, covering nearly all installs on Google Play and a large majority of installs from outside of Google Play. We appreciate the feedback and partnership from industry leaders, developers, and Android communities that helped us design this experience and drive strong adoption.
Initial launch across seven stores and four countries
These new developer verification protections will take effect on September 30, 2026, starting with users in Brazil, Indonesia, Singapore, and Thailand.
This rollout is an industry-wide effort to create a safer ecosystem. We will begin by verifying app installations from the following stores:
- Google (Google Play)
- Honor (HONOR App Market)
- OPlus (OPPO App Market)
- Samsung (Galaxy Store)
- Transsion (Palm Store)
- vivo (V-Appstore)
- Xiaomi (GetApps)
Following this initial phase with our partners, we will expand these protections globally for all apps on certified Android devices in 2027.
Automate your workflow with new APIs
To further streamline app registration, we are launching a suite of developer-requested APIs to help you register apps in bulk or directly through your continuous integration and deployment (CI/CD) pipelines. The Android Developer ID Status API will let you check if a package name has already been registered, and the Android Developer Console API will let you register and manage package names directly within your development environment. Both APIs also support OAuth delegation, allowing third-party platforms, like Android app stores, to perform these operations natively on your behalf.
We'll launch these APIs over the next few months.
What's next
- June 2026: Starting this month, we are rolling out a new system service that will be automatically installed on most Android devices. This service will be used later this year to verify developer registration.
- July 2026: We'll launch the Android Developer ID Status API globally and begin early access for the Android Developer Console API. Early access also starts for limited distribution accounts on Android Developer Console. This new type of Android developer account is designed for students, hobbyists, and learners and lets you share your apps to up to 20 devices without a government-issued ID or a fee.
- August 2026: Limited distribution accounts and the new Android Developer Console API will launch globally. We'll also launch an advanced flow for installing apps from unverified developers, which includes security checkpoints to resist coercion scams, while allowing power users to maintain the ability to sideload apps from unverified developers.
- September 30, 2026: App registration becomes required for participating stores in Brazil, Indonesia, Singapore, and Thailand. Unregistered apps can be sideloaded with Android Debug Bridge (adb) or advanced flow.
- 2027 and beyond: After incorporating the feedback from our partners, users, and developer community, we'll expand the Android verification requirement globally.
Get started with Android developer verification
If you distribute apps in Brazil, Indonesia, Singapore, or Thailand via the stores listed above, please ensure your verification is complete by the September deadline.
- Google Play developers: Most Play developers are already verified, and over 99% of their apps have been registered. Go to your Play Console Home page to see your app's verification status, and register apps you want to continue distributing that weren't automatically registered.
- Developers who distribute only outside of Google Play: Sign up for the Android Developer Console today to register your apps.
- Students and hobbyists: Sign up here for early access to limited distribution accounts to help us refine the feature with your feedback.
Thank you for helping us build a safer Android ecosystem. Stay tuned for more updates as we approach September and the 2027 global rollout.
18 Jun 2026 2:00pm GMT
17 Jun 2026
Android Developers Blog
Building a Mixed-Reality Tour Guide with Android XR, the Geospatial API, and Gemini

At this year's Google I/O, we announced an update for spatial experiences: the Geospatial API is now available as a preview in ARCore for Jetpack XR. By bringing Google's Visual Positioning System (VPS) to Android XR, Android XR enables anchoring digital content to the physical world with sub-meter accuracy and precise orientation in supported areas.* To explore what the Geospatial API could unlock, our team built a demo: the XR Geospatial Tour.
Imagine walking into a new city, putting on a pair of wired XR glasses (like the upcoming XREAL Project Aura), and instantly having a knowledgeable, local guide showing you around. You don't need to stare down at a 2D map-instead, 3D models gently guide your path, and an intelligent voice tells you about the historical landmarks right in front of you. We combined the Geospatial APIs, Gemini API using Firebase AI Logic, Google Maps Grounding, and Jetpack XR SDK to create a hands-free, immersive walking tour experience.
*Disclaimer: Video and Tour Guide application are for demonstration purposes only. Some sequences have been shortened. Any hardware depicted may be under development; final product details may differ.
Let's walk through the implementation details and show how we tied these APIs together to build a world-scale spatial experience.
1. Pinpointing the User with ARCore Geospatial API (VPS)
Enhance your navigation experience on XR by combining the power of GPS with the precision of VPS. The accuracy and precise orientation that comes with VPS allows 3D waypoints to align with the physical world.
This is why the Geospatial API on Android XR can help you build custom experiences. By using advanced computer vision, VPS tries to provide a GeospatialPose (including latitude, longitude, and heading) that is more accurate than GPS.
Here's how we retrieve the user's Geospatial pose by mapping the device's orientation to a Geospatial coordinate:
val result = geospatial.createGeospatialPoseFromPose(arDevice.state.value.devicePose)if (result is CreateGeospatialPoseFromPoseSuccess) {val pose = result.poseLog.d("VPS", "Accurate Location: ${pose.latitude}, ${pose.longitude}")}Because the entire experience relies on this accuracy, we monitor the horizontalAccuracy and orientationYawAccuracy until they meet our thresholds. If the user is indoors or in an unrecognized area, we prompt them to "walk to an outdoor public space and look around".
2. Crafting the Itinerary with Gemini API & Google Maps Grounding
Once we have a location, we use the Gemini API using Firebase AI Logic to prompt the Gemini model to act as a local tour guide. We pass the user's coordinates to the model and ask it to output a structured JSON response containing nearby walking tours:
val configForTools = ToolConfig(functionCallingConfig = null,retrievalConfig = retrievalConfig {latLng = FirebaseLatLng(pose.latitude, pose.longitude)languageCode = "en"})val responseJsonSchema = Schema.obj(mapOf("locationIntro" to Schema.string(),"tours" to Schema.array(Schema.obj(mapOf("title" to Schema.string(),"description" to Schema.string(),"stops" to Schema.array(Schema.obj(mapOf("name" to Schema.string(),"detailedName" to Schema.string(),"description" to Schema.string()))))))))val model = Firebase.ai(backend = GenerativeBackend.googleAI()).generativeModel(modelName = "gemini-3.5-flash",tools = listOf(Tool.googleMaps()),generationConfig = generationConfig {responseMimeType = "application/json"responseSchema = responseJsonSchema})val result = model.generateContent("The user is at latitude ${pose.latitude} and longitude ${pose.longitude}. Generate exactly 3 diverse tours near this location (e.g., historical, food, nature). All tour ideas should be walking distance only.")Large Language Models are great at generating rich descriptions, but they can sometimes hallucinate exact latitude/longitude coordinates. To solve this, we used Google Maps Grounding to ground the AI.
3. A Voice to Guide You: Gemini 2.5 TTS
To make the tour guide feel truly present, we implemented dynamic voiceovers.
Using the gemini-2.5-flash-tts model, we can configure our model generation config to natively return audio data instead of just text! Here's how you can request the ResponseModality.AUDIO:
val ttsModel = Firebase.ai(backend = GenerativeBackend.googleAI()).generativeModel(modelName = "gemini-2.5-flash-tts",generationConfig = generationConfig {// Instruct the model to return AudioresponseModalities = listOf(ResponseModality.AUDIO)})val response = ttsModel.generateContent("Say in a neutral but positive voice:\n$prompt")// Extract the raw audio bytes from the responseval audioBytes = response.candidates.firstOrNull()?.content?.parts?.filterIsInstance<InlineDataPart>()?.firstOrNull { it.mimeType.contains("audio") }?.inlineData4. Bringing it to Life in 3D with Jetpack XR
The final piece of the puzzle is rendering this data in the user's field of view. The Jetpack XR SDK makes it intuitive to transition from a 2D Android UI to spatial computing.
We used Jetpack Compose for XR to build spatial components. To represent points of interest along the tour, we built a Composable called InfoSphere, which contains a GltfModel of a 3D orb that floats in space and can be interacted with to reveal information.
Using Jetpack XR SDK, we can place 3D models alongside the Compose UI using SpatialBox and SceneCoreEntity. We also used InteractableComponent to respond to user taps.
@Composablefun InfoSphere(content: InfoBubbleContent,session: Session,sphereModel: GltfModel,isSelected: Boolean,onClick: () -> Unit) {// SpatialBox lets us arrange 3D components and SpatialPanels togetherSpatialBox(SubspaceModifier.offset(x = 2.dp, y = 1.dp, z = (-3).dp) // Positioned in 3D space) {// Smoothly animate the visibility of our 2D Compose UI PanelAnimatedSpatialVisibility(visible = isSelected) {SpatialPanel {InfoBubble(content) // Regular 2D Compose UI}}// Render our interactive 3D sphereSceneCoreEntity(factory = {GltfModelEntity.create(session, sphereModel).also { entity ->// Make the 3D model respond to user tapsentity.addComponent(InteractableComponent.create(session) { inputEvent ->if (inputEvent.action == InputEvent.Action.UP) {onClick()}})}})}}By combining AnimatedSpatialVisibility for traditional Compose UI surfaces with SceneCoreEntity 3D elements, we're able to seamlessly blend data into the physical world.
Explore what's possible with Android XR today
Building the XR Geospatial Tour app showed us that the barrier to entry for world-scale spatial experiences is lower than ever for Android developers. With the Geospatial API now available in preview on Android XR, your apps can seamlessly understand the physical world around them. By combining Compose for XR's APIs with the high-precision location data of VPS and the generative capabilities of Gemini, we can create experiences that understand both where the user is and what they are looking at.
To help you get hands-on with Android XR, we are thrilled to open applications for the Android XR Developer Catalyst Program, which includes XREAL Project Aura. Starting today, you can apply to get access to an XREAL Project Aura devkit or our display glasses devkit over the coming months!
17 Jun 2026 5:00pm GMT
26 Jan 2026
Planet Maemo
Igalia Multimedia contributions in 2025
Now that 2025 is over, it's time to look back and feel proud of the path we've walked. Last year has been really exciting in terms of contributions to GStreamer and WebKit for the Igalia Multimedia team.
With more than 459 contributions along the year, we've been one of the top contributors to the GStreamer project, in areas like Vulkan Video, GstValidate, VA, GStreamer Editing Services, WebRTC or H.266 support.
In Vulkan Video we've worked on the VP9 video decoder, and cooperated with other contributors to push the AV1 decoder as well. There's now an H.264 base class for video encoding that is designed to support general hardware-accelerated processing.
GStreaming Editing Services, the framework to build video editing applications, has gained time remapping support, which now allows to include fast/slow motion effects in the videos. Video transformations (scaling, cropping, rounded corners, etc) are now hardware-accelerated thanks to the addition of new Skia-based GStreamer elements and integration with OpenGL. Buffer pool tuning and pipeline improvements have helped to optimize memory usage and performance, enabling the edition of 4K video at 60 frames per second. Much of this work to improve and ensure quality in GStreamer Editing Services has also brought improvements in the GstValidate testing framework, which will be useful for other parts of GStreamer.
Regarding H.266 (VVC), full playback support (with decoders such as vvdec and avdec_h266, demuxers and muxers for Matroska, MP4 and TS, and parsers for the vvc1 and vvi1 formats) is now available in GStreamer 1.26 thanks to Igalia's work. This allows user applications such as the WebKitGTK web browser to leverage the hardware accelerated decoding provided by VAAPI to play H.266 video using GStreamer.
Igalia has also been one of the top contributors to GStreamer Rust, with 43 contributions. Most of the commits there have been related to Vulkan Video.
In addition to GStreamer, the team also has a strong presence in WebKit, where we leverage our GStreamer knowledge to implement many features of the web engine related to multimedia. From the 1739 contributions to the WebKit project done last year by Igalia, the Multimedia team has made 323 of them. Nearly one third of those have been related to generic multimedia playback, and the rest have been on areas such as WebRTC, MediaStream, MSE, WebAudio, a new Quirks system to provide adaptations for specific hardware multimedia platforms at runtime, WebCodecs or MediaRecorder.
We're happy about what we've achieved along the year and look forward to maintaining this success and bringing even more exciting features and contributions in 2026.
26 Jan 2026 9:34am GMT
05 Dec 2025
Planet Maemo
Meow: Process log text files as if you could make cat speak
Some years ago I had mentioned some command line tools I used to analyze and find useful information on GStreamer logs. I've been using them consistently along all these years, but some weeks ago I thought about unifying them in a single tool that could provide more flexibility in the mid term, and also as an excuse to unrust my Rust knowledge a bit. That's how I wrote Meow, a tool to make cat speak (that is, to provide meaningful information).
The idea is that you can cat a file through meow and apply the filters, like this:
cat /tmp/log.txt | meow appsinknewsample n:V0 n:video ht: \
ft:-0:00:21.466607596 's:#([A-za-z][A-Za-z]*/)*#'
which means "select those lines that contain appsinknewsample (with case insensitive matching), but don't contain V0 nor video (that is, by exclusion, only that contain audio, probably because we've analyzed both and realized that we should focus on audio for our specific problem), highlight the different thread ids, only show those lines with timestamp lower than 21.46 sec, and change strings like Source/WebCore/platform/graphics/gstreamer/mse/AppendPipeline.cpp to become just AppendPipeline.cpp", to get an output as shown in this terminal screenshot:

Cool, isn't it? After all, I'm convinced that the answer to any GStreamer bug is always hidden in the logs (or will be, as soon as I add "just a couple of log lines more, bro"
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05 Dec 2025 11:16am GMT
15 Oct 2025
Planet Maemo
Dzzee 1.9.0 for N800/N810/N900/N9/Leste
15 Oct 2025 11:31am GMT
18 Sep 2022
Planet Openmoko
Harald "LaF0rge" Welte: Deployment of future community TDMoIP hub
I've mentioned some of my various retronetworking projects in some past blog posts. One of those projects is Osmocom Community TDM over IP (OCTOI). During the past 5 or so months, we have been using a number of GPS-synchronized open source icE1usb interconnected by a new, efficient but strill transparent TDMoIP protocol in order to run a distributed TDM/PDH network. This network is currently only used to provide ISDN services to retronetworking enthusiasts, but other uses like frame relay have also been validated.
So far, the central hub of this OCTOI network has been operating in the basement of my home, behind a consumer-grade DOCSIS cable modem connection. Given that TDMoIP is relatively sensitive to packet loss, this has been sub-optimal.
Luckily some of my old friends at noris.net have agreed to host a new OCTOI hub free of charge in one of their ultra-reliable co-location data centres. I'm already hosting some other machines there for 20+ years, and noris.net is a good fit given that they were - in their early days as an ISP - the driving force in the early 90s behind one of the Linux kernel ISDN stracks called u-isdn. So after many decades, ISDN returns to them in a very different way.
Side note: In case you're curious, a reconstructed partial release history of the u-isdn code can be found on gitea.osmocom.org
But I digress. So today, there was the installation of this new OCTOI hub setup. It has been prepared for several weeks in advance, and the hub contains two circuit boards designed entirely only for this use case. The most difficult challenge was the fact that this data centre has no existing GPS RF distribution, and the roof is ~ 100m of CAT5 cable (no fiber!) away from the roof. So we faced the challenge of passing the 1PPS (1 pulse per second) signal reliably through several steps of lightning/over-voltage protection into the icE1usb whose internal GPS-DO serves as a grandmaster clock for the TDM network.
The equipment deployed in this installation currently contains:
-
a rather beefy Supermicro 2U server with EPYC 7113P CPU and 4x PCIe, two of which are populated with Digium TE820 cards resulting in a total of 16 E1 ports
-
an icE1usb with RS422 interface board connected via 100m RS422 to an Ericsson GPS03 receiver. There's two layers of of over-voltage protection on the RS422 (each with gas discharge tubes and TVS) and two stages of over-voltage protection in the coaxial cable between antenna and GPS receiver.
-
a Livingston Portmaster3 RAS server
-
a Cisco AS5400 RAS server
For more details, see this wiki page and this ticket
Now that the physical deployment has been made, the next steps will be to migrate all the TDMoIP links from the existing user base over to the new hub. We hope the reliability and performance will be much better than behind DOCSIS.
In any case, this new setup for sure has a lot of capacity to connect many more more users to this network. At this point we can still only offer E1 PRI interfaces. I expect that at some point during the coming winter the project for remote TDMoIP BRI (S/T, S0-Bus) connectivity will become available.
Acknowledgements
I'd like to thank anyone helping this effort, specifically * Sylvain "tnt" Munaut for his work on the RS422 interface board (+ gateware/firmware) * noris.net for sponsoring the co-location * sysmocom for sponsoring the EPYC server hardware
18 Sep 2022 10:00pm GMT
08 Sep 2022
Planet Openmoko
Harald "LaF0rge" Welte: Progress on the ITU-T V5 access network front
Almost one year after my post regarding first steps towards a V5 implementation, some friends and I were finally able to visit Wobcom, a small German city carrier and pick up a lot of decommissioned POTS/ISDN/PDH/SDH equipment, primarily V5 access networks.
This means that a number of retronetworking enthusiasts now have a chance to play with Siemens Fastlink, Nokia EKSOS and DeTeWe ALIAN access networks/multiplexers.
My primary interest is in Nokia EKSOS, which looks like an rather easy, low-complexity target. As one of the first steps, I took PCB photographs of the various modules/cards in the shelf, take note of the main chip designations and started to search for the related data sheets.
The results can be found in the Osmocom retronetworking wiki, with https://osmocom.org/projects/retronetworking/wiki/Nokia_EKSOS being the main entry page, and sub-pages about
In short: Unsurprisingly, a lot of Infineon analog and digital ICs for the POTS and ISDN ports, as well as a number of Motorola M68k based QUICC32 microprocessors and several unknown ASICs.
So with V5 hardware at my disposal, I've slowly re-started my efforts to implement the LE (local exchange) side of the V5 protocol stack, with the goal of eventually being able to interface those V5 AN with the Osmocom Community TDM over IP network. Once that is in place, we should also be able to offer real ISDN Uk0 (BRI) and POTS lines at retrocomputing events or hacker camps in the coming years.
08 Sep 2022 10:00pm GMT
Harald "LaF0rge" Welte: Clock sync trouble with Digium cards and timing cables
If you have ever worked with Digium (now part of Sangoma) digital telephony interface cards such as the TE110/410/420/820 (single to octal E1/T1/J1 PRI cards), you will probably have seen that they always have a timing connector, where the timing information can be passed from one card to another.
In PDH/ISDN (or even SDH) networks, it is very important to have a synchronized clock across the network. If the clocks are drifting, there will be underruns or overruns, with associated phase jumps that are particularly dangerous when analog modem calls are transported.
In traditional ISDN use cases, the clock is always provided by the network operator, and any customer/user side equipment is expected to synchronize to that clock.
So this Digium timing cable is needed in applications where you have more PRI lines than possible with one card, but only a subset of your lines (spans) are connected to the public operator. The timing cable should make sure that the clock received on one port from the public operator should be used as transmit bit-clock on all of the other ports, no matter on which card.
Unfortunately this decades-old Digium timing cable approach seems to suffer from some problems.
bursty bit clock changes until link is up
The first problem is that downstream port transmit bit clock was jumping around in bursts every two or so seconds. You can see an oscillogram of the E1 master signal (yellow) received by one TE820 card and the transmit of the slave ports on the other card at https://people.osmocom.org/laforge/photos/te820_timingcable_problem.mp4
As you can see, for some seconds the two clocks seem to be in perfect lock/sync, but in between there are periods of immense clock drift.
What I'd have expected is the behavior that can be seen at https://people.osmocom.org/laforge/photos/te820_notimingcable_loopback.mp4 - which shows a similar setup but without the use of a timing cable: Both the master clock input and the clock output were connected on the same TE820 card.
As I found out much later, this problem only occurs until any of the downstream/slave ports is fully OK/GREEN.
This is surprising, as any other E1 equipment I've seen always transmits at a constant bit clock irrespective whether there's any signal in the opposite direction, and irrespective of whether any other ports are up/aligned or not.
But ok, once you adjust your expectations to this Digium peculiarity, you can actually proceed.
clock drift between master and slave cards
Once any of the spans of a slave card on the timing bus are fully aligned, the transmit bit clocks of all of its ports appear to be in sync/lock - yay - but unfortunately only at the very first glance.
When looking at it for more than a few seconds, one can see a slow, continuous drift of the slave bit clocks compared to the master :(
Some initial measurements show that the clock of the slave card of the timing cable is drifting at about 12.5 ppb (parts per billion) when compared against the master clock reference.
This is rather disappointing, given that the whole point of a timing cable is to ensure you have one reference clock with all signals locked to it.
The work-around
If you are willing to sacrifice one port (span) of each card, you can work around that slow-clock-drift issue by connecting an external loopback cable. So the master card is configured to use the clock provided by the upstream provider. Its other ports (spans) will transmit at the exact recovered clock rate with no drift. You can use any of those ports to provide the clock reference to a port on the slave card using an external loopback cable.
In this setup, your slave card[s] will have perfect bit clock sync/lock.
Its just rather sad that you need to sacrifice ports just for achieving proper clock sync - something that the timing connectors and cables claim to do, but in reality don't achieve, at least not in my setup with the most modern and high-end octal-port PCIe cards (TE820).
08 Sep 2022 10:00pm GMT










