IO Interactive has now released a major PC visual update for 007 First Light, adding full path tracing and NVIDIA DLSS 4.5 Ray Reconstruction to the excellent James Bond origin story. As you may remember, the game was supposed to include these features when it launched back in May, but they were delayed until now, presumably for optimization reasons. The update is available alongside the game's existing DLSS 4.5 Super Resolution and Dynamic Multi Frame Generation support, giving GeForce RTX owners a significantly more demanding but visually superior way to experience the action/adventure game. The headline feature is the introduction […]
NVIDIA DLSS 5 is finally here, bringing lifelike visuals in games through the power of 3D-Guided Neural Rendering. NVIDIA DLSS 5 Is Not Changing Geometry, Not Changing Anything; It's Uplifting Existing Games Through 3D-Guided Neural Rendering Which Fully Honors Artistic Intent At GTC 2026, NVIDIA unveiled DLSS 5, its next major update to the DLSS technology suite. The first DLSS 5 off vs DLSS 5 on comparisons showed a day-and-night difference in visuals, massively uplifting the quality of existing assets through Neural Rendering, so much so that people thought that the tech was changing the base model itself. The main […]
NVIDIA has a new GeForce RTX game bundle for its RTX 5070 & above GPU owners, which packs a free copy of Control Resonant, along with NVIDIA App updates. Control Resonant Is Now Bundled With RTX 5070 & Above GPUs, Bringing NVIDIA's DLSS 4.5 Ray Reconstruction & Path Tracing Goodness Starting today, NVIDIA's GeForce RTX 5070 and above desktops/laptops will be eligible for a free copy of Control Resonant. The game will be part of NVIDIA's latest RTX bundle, which has been announced at Gamescom 2026. In our DLSS 4.5 coverage, we stated that Control Resonant will get DLSS 4.5 […]
Good news if you were bracing for another PC requirements list that assumes everyone’s sitting on a 4090: Phantom Blade Zero’s specs are actually reasonable.
S-GAME has dropped the official PC requirements for its action RPG, out October 29, and the baseline is refreshingly low.
Requirement
Minimum
Recommended
Processor
Intel Core i7-8700K / AMD Ryzen 5 3600
Intel Core i5-10600K / AMD Ryzen 5 5600X
Memory
16 GB RAM
16 GB RAM
Graphics
GTX 1660 6GB / RX 5500 XT 8GB
RTX 3060 Ti 8GB / RX 6700 XT 12GB
DirectX
Version 12
Version 12
Storage
SSD required
SSD required
Resolution
1080p/30 FPS with upscaling
1440p/60 FPS with upscaling
Nothing here should scare anyone running a mid-range rig from a few years back.
Phantom Blade Zero Ray tracing and path tracing specs
Where it gets interesting is the ray tracing tier.
Requirement
Ray Tracing Recommended
Path Tracing Recommended
Graphics card
RTX 5060 8GB
RTX 5080 16GB
Resolution
1080p/60 FPS with upscaling
2160p/60 FPS with upscaling
An RTX 5060 gets you 1080p/60 with hardware ray tracing, which is a fair ask. Push for full path tracing at 4K/60, though, and S-GAME wants an RTX 5080. That’s the real cost of the Phantom Blade Zero’s best-looking mode, and it’s not subtle.
S-GAME had promised players wouldn’t need to upgrade just to play Phantom Blade Zero, and going by these numbers, they’ve kept that word. The path tracing tax is real, but it’s opt-in, not mandatory.
On the software side, DLSS 4.5 with Multi Frame Generation is confirmed. No word yet on FSR or XeSS support, so AMD and Intel users are left guessing for now. PS5 players get the base experience plus unspecified PS5 Pro enhancements, while path tracing stays a PC-only flex.
Reasonable specs and an expensive ceiling. That’s about as fair as PC requirements get these days.
Following the opening of pre-orders, Chinese developer S-GAME has now released the official PC system requirements for Phantom Blade Zero, their much-anticipated action RPG due on October 29. The minimum and recommended requirements aren't too demanding at all, and even the ray tracing and path tracing GPU requirements seem fair, as you can read in the tables below. Requirement Minimum Recommended Processor Intel Core i7-8700K or AMD Ryzen 5 3600 Intel Core i5-10600K or AMD Ryzen 5 5600X Memory 16 GB RAM 16 GB RAM Graphics NVIDIA GeForce GTX 1660 6GB or AMD Radeon RX 5500 XT 8GB NVIDIA GeForce […]
NVIDIA is addressing the biggest concerns regarding DLSS 5 while presenting the tools it offers to developers to retain "artistic integrity" at SIGGRAPH. NVIDIA Says DLSS 5 Is Not "AI Replacing Graphics" but rather "AI Expanding Graphics", As It Promises More Control To Preserve Artists' Vision While Delivering Enhanced Visuals At GTC 2026, NVIDIA unveiled DLSS 5, its next major update to the DLSS technology suite. The first DLSS off vs DLSS on comparisons showed a day-and-night difference in visuals, massively uplifting the quality of existing assets through Neural Rendering, but as soon as the technology was unveiled, there was […]
Bolt Graphics has officially announced the successful tape-out of its Zeus GPU test chip based on TSMC's 12nm FFC process node. This architecture, which has undergone four years of FPGA testing and customer evaluation, is designed as a highly scalable compute platform targeting high-performance computing (HPC), AI, and professional rendering.
The Zeus GPU(via Guru3D) is designed to scale across multiple configurations, including single-slot PCIe cards and massive 2U server systems. The entry-level “Bolt Zeus 1c26” single-chiplet model features 32GB of LPDDR5X memory and two DDR5 SO-DIMM slots, allowing for memory expansion up to 160GB within a modest 120W power envelope. For more intensive workloads, the dual-chiplet “2c26” variant offers up to 128GB of onboard LPDDR5X and four SO-DIMM slots for a total capacity of 384GB. This configuration is rated for 154 Gigarays of path tracing performance and 40 TFLOPs of FP16 compute at a 250W TBP.
Bolt Graphics' performance benchmarks place the Zeus GPU significantly ahead of Nvidia's RTX 5090. The company claims the 120W single-chiplet Zeus offers 2.5x the path tracing performance of a 575W RTX 5090, increasing to 5x with the 250W dual-chiplet GPU and 10x with the 4-chiplet GPU. In the HPC sector, Bolt reports up to a twelve-fold performance increase, while electromagnetic simulations reportedly see a 300x boost when comparing a quad-chiplet Zeus setup to a single RTX 5090.
While the hardware has reached tape-out, Bolt expects to begin mass production and achieve broad product availability only by Q4 2027. The company claims the Zeus platform can reduce total compute costs by up to 17 times compared to current market leaders, with a focus on performance-per-dollar efficiency.
KitGuru says: With Zeus promising to outperform an RTX 5090 in path tracing while using less than half the power in an older node, do you think we're seeing a shift toward “compute-first” GPU architectures that move away from traditional gaming-centric designs?
NVIDIA has shared a new and improved ReSTIR algorithm, which improves Path Tracing performance by 2-3x, setting the stage for next-gen gaming. Ray Tracing Is Cool, But Path Tracing Is Cooler & NVIDIA Is Making PT Faster by 3x With Its New ReSTIR Algorithms PC games are rapidly adopting Path Tracing as a means to deliver next-generation visual fidelity. Just like Ray Tracing, NVIDIA is the one who has paved the way for Path Tracing on PCs first. However, just like Ray Tracing in its early days, Path Tracing faces a challenge, and that's the requirement of faster hardware. As […]
Following the recent debut of PRAGMATA and Resident Evil Requiem, the first two RE Engine games to support path tracing, CAPCOM's GDC 2026 presentation titled 'Real-Time Path Tracing in RE ENGINE for Resident Evil Requiem and PRAGMATA' is well worth exploring. The presentation is available on the NVIDIA Game Developer YouTube channel, and that's no coincidence: NVIDIA helped a great deal with the addition of path tracing to CAPCOM's engine. Indeed, the two speakers were Hitoshi Mishima from CAPCOM's RE Engine team, who covered the architectural and artistic implementation, and Calvin Shu, a NVIDIA GeForce developer technology engineer who covered […]
With every qualifying purchase of a GeForce RTX 50 series card, NVIDIA will now provide a free game code for PRAGMATA. NVIDIA to Bundle PRAGMATA With GeForce RTX 50 Series Graphics Cards, Including Desktop and Laptop Series GPUs If you have been waiting for a GPU upgrade, this might be an excellent time to buy a GeForce RTX 50 series GPU. While the prices for most RTX 50 series cards are high due to market volatility, with every qualifying purchase of the RTX 50 series cards, users will now get the latest game PRAGMATA for free. NVIDIA just announced the […]
At GDC 2026, NVIDIA and CD Projekt RED showed a demo of the Polish studio's The Witcher 4 using NVIDIA's RTX Mega Geometry to path trace forests for the first time. Now, NVIDIA has released the full video replay of the GDC 2026 session 'The Future of Path Tracing | Best Practices, Optimizations & Future Standards', which includes lots of interesting details on that The Witcher 4/RTX Mega Geometry demo. Martin Stich, Senior Director of Engineering at NVIDIA, introduced the company's latest work based on Mega Geometry: a level-of-detail system for foliage. He notes that no new APIs or hardware […]
AMD's Adrenalin 26.3.1 driver adds support for FSR 4.1 for Radeon RX 9000 series, along with Crimson Desert & Death Stranding 2 readiness. AMD Just Silently Added Its Latest FSR 4.1 Upscaling Tech Support For RDNA 4 GPUs In Adrenalin 26.3.1 Driver Release AMD's FSR 4.1 Upscaling technology has been much-awaited ever since its initial DLL files leaked out last month. Since then, modders have been able to get the tech working on RDNA 3 and even RDNA 2 GPUs, but with today's official release, the FSR 4.1 technology is officially enabled for Radeon RX 9000 GPUs. In addition to […]
NVIDIA has announced that CDProjectRed's upcoming title, The Witcher 4, will leverage its updated RTX Mega Geometry technology, offering higher frame rates and lower VRAM usage. CDProjectRed & NVIDIA To Integrate Next-Gen RTX Mega Geometry Technology In The Witcher 4 With its RTX 50 GPUs powered by the Blackwell architecture, NVIDIA introduced a new technology called RTX Mega Geometry. This technology clusters millions of triangles that make up tens of thousands of objects you see in every scene. These clusters are compressed and cached over many frames, where they are intelligently reused as the player traverses the world. This makes […]
NVIDIA has announced that its MFG 6X mode arrives on 31st March, and more AAA titles with DLSS 4.5 & Path Tracing are coming. NVIDIA MFG 6X "Dynamic Multi Frame Generation" Technology Will Be Available on 31st March NVIDIA's Multi-Frame Generation technology, or MFG, is getting its latest update on 31st March with 6x Mode. NVIDIA first introduced frame-generation with DLSS 3 with a 2x mode, dialed it up to 4x with DLSS 4, and now, users will be able to enjoy 6x the frame-generation in DLSS 4.5. The new NVIDIA DLSS 4.5 MFG enables up to 6x mode, offering […]
Gentlemen, we meet yet again. It's only been a week since the last time I wrote an article about Optiscaler, but development on the mod is happening at such a rapid pace that I once again have some updates to share with you. This time, it's AMD's Ray Regeneration that's getting the Optiscaler treatment. Thanks to the work done by DarkHelmet, you can now swap Nvidia's Ray Reconstruction for AMD's legally distinct Ray Regeneration denoiser. This is huge news, since currently there's a grand total of two titles with support for Ray Regen, and one of them isn't out till […]
Microsoft's latest attempt to optimize rendering workloads has delivered impressive performance gains, with Intel's Battlemage GPUs seeing a significant boost. Microsoft Manages to Optimize Complex Rendering With SER, Leading to Improved Rendering Performance As rendering pipelines become increasingly complex each day, the traditional approach to such workloads has begun to create a performance bottleneck, and Microsoft's SER addresses an important one. For those unaware, SER stands for Shader Execution Reordering, and it is a feature in Shader Model 6.9, meaning we will see SER become a standard with the upcoming driver code. I won't make SER too complex to understand, […]