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AMD Ryzen With Zen 7 Cores Could Be The Last “Zen” Family For AM5, As Zen 8 Likely Moving To AM6 With DDR6 & PCIe 6.0 Support

25 July 2026 at 19:55

AMD Ryzen With Zen 7 Cores Could Be The Last "Zen" Family For AM5 Socket, As Zen 8 Likely Moving To AM6 With DDR6 & PCIe 6.0 Support

AMD's Zen 7 architecture might power the last Ryzen family on the AM5 platform, while Zen 8 could be the first on AM6 platforms. AMD Ryzen "Zen 7" CPUs Likely The Last AM5 Desktop Family While Ryzen "Zen 8" Moves to AM6 The AM5 platform, first introduced in 2022, has seen three generations of Ryzen so far. The Ryzen 7000 "Raphael" series was the first, followed by Ryzen 8000G "Hawk Point", and the most recent, Ryzen 9000 "Granite Ridge" series. Next up, AMD will be introducing its Zen 6-based "Olympic Ridge" family, which is going to bring some nice upgrades […]

Read full article at https://wccftech.com/amd-ryzen-zen-7-could-be-last-zen-family-for-am5-as-zen-8-likely-moving-to-am6/

NVIDIA Is Now All For Open-Weight AI Models Despite Doing Everything To Maintain Its CUDA Moat

24 July 2026 at 14:43

A person wearing a shiny black jacket is gesturing with their finger against a blurred blue background.

NVIDIA's Jensen Huang has just penned his first post on X, advocating for open-weight AI models as the Trump administration mulls steps to thwart China's AI labs from leapfrogging by distilling US frontier models. Huang's advocacy is somewhat self-serving, though, especially as open-weight AI models are only expected to increase the overall demand for compute, including GPUs, while NVIDIA has done all it can over the past few years to maintain and extend its CUDA moat. NVIDIA's Jensen Huang used his inaugural post on X to advocate for open-weight AI models Jensen Huang has just posted a letter that has […]

Read full article at https://wccftech.com/nvidia-starts-championing-open-weight-ai-models-as-they-increase-demand-for-compute-and-despite-doing-everything-to-maintain-its-cuda-moat/

Intel References SK hynix’s Ex-CEO When Discussing Its Memory Plans, Fueling The $28 Billion Ohio Fab JV Rumors

24 July 2026 at 00:28

Logos of SK Hynix and Intel on a blue circuit-themed background.

Given the very juicy margins in the memory chip business right now, it's not so unthinkable that Intel might soon dip its toes, so to speak, in this red-hot sector, especially as a confluence of anecdotal evidence suggests that the chipmaker is at least thinking along those lines. Intel references its hiring of SK hynix's former CEO when an analyst brings up its Z-Angle Memory plans Two of the biggest takeaways from Intel's just-concluded earnings call relate to the 14A node's risk production now commencing in 2027, and the chipmaker's confidence in hiking its CapEx "significantly" next year, hinting at […]

Read full article at https://wccftech.com/intel-references-sk-hynixs-ex-ceo-when-discussing-its-memory-plans-fueling-the-28-billion-ohio-fab-jv-rumors/

RTX Spark Is Apple’s And Qualcomm’s Kryptonite In One Crucial Area And These Two Only Have A Year To Get Things Right

20 June 2026 at 11:55

Apple and Qualcomm are trailing behind the RTX Spark in one area

The ARM-based ecosystem has been graced by another entrant in the form of NVIDIA’s RTX Spark, and with its arrival in laptops this fall, Qualcomm and Apple should feel a little hint of worry, mainly in one category, because they have had years to address a problem existing in these notebook SoCs and have failed to do so. Well, the clock is ticking for these two companies. Gaming continues to be a weakness for both Apple Silicon and Snapdragon, with only a decent experience possible by spending top-tier funds on the M5 Max Before the arrival of RTX Spark, having […]

Read full article at https://wccftech.com/rtx-spark-is-kryptonite-for-apple-and-qualcomm-in-one-area/

Asha Sharma’s Xbox Overhaul Targets Fallout, and Obsidian’s The Outer Worlds Team Looks Like the Perfect Fit

13 June 2026 at 12:00

A character from Fallout: New Vegas stands holding a 'New California Republic' flag, with the Obsidian Entertainment logo in the corner.

Obsidian Entertainment has created a lot of great roleplaying games over its 23-year history (the studio's anniversary was yesterday, by the way), but there is little doubt that its name, in the minds of the gaming mainstream, is synonymous with that of Fallout: New Vegas. The game wasn't actually a unanimous critical darling (it famously "only" got an average Metacritic score of 84, thus narrowly missing the 85 Metacritic score clause that Bethesda had added in the contract for an extra payout), but it certainly became a fan-favorite, owing to its excellent narrative, faction writing, roleplaying choices, memorable companions, and […]

Read full article at https://wccftech.com/obsidian-fallout-asha-sharma-xbox/

Persona 4 Revival, Fable, Final Fantasy VII Revelation and Lots More Collide in 2027, The Most Stacked RPG Year Ever

11 June 2026 at 22:15

A lineup of five game characters from games due in 2027, left to right: a young man in a school uniform, a woman in medieval attire, a blond man with determined eyes, a futuristic soldier in armor with a lion emblem, and a white-haired warrior with swords.

Summer Game Fest 2026 has come and gone, leaving us with two incredibly busy periods in the game release schedule: September-October 2026 and February-March 2027, which publishers big and small have identified in their not-so-disguised attempt to avoid a collision with Rockstar's Grand Theft Auto VI when it makes its debut on November 19, 2026. To fans of the roleplaying games genre, though, the recent flurry of game announcements has brought the near-certainty that next year will be memorable and perhaps unparalleled even in the future, thanks to the return of several beloved franchises/IPs and studios. Also, unlike recent years, […]

Read full article at https://wccftech.com/persona-4-fable-ff7-revelation-2027-most-stacked-rpgs/

Apple’s Refusal To Bring Larger Batteries To The iPhone 18 Pro Is The Company Silently Mocking Rivals On How Efficient Its Entire Platform Is

7 June 2026 at 10:01

Apple isn't bringing bigger batteries to its iPhones because it's bragging to the competition

A massive battery upgrade is the least exciting part of upgrading to a new iPhone, as Apple typically makes negligible increments, with only the “Pro Max” variant receiving preferential treatment in this regard. The iPhone 18 Pro isn’t going to be an exception when it launches later this year, as it’ll sport an embarrassingly low increase in battery capacity, but don’t believe the naysayers who think this is the Cupertino firm being stingy or that the runtimes will be poor. Instead, we’d like to believe that this is just Apple’s way of mocking its competitors as it holds tremendous superiority in […]

Read full article at https://wccftech.com/apple-is-mocking-iphone-18-pro-rivals-by-bringing-smaller-battery-upgrades/

Snapdragon C Is Proof That Qualcomm Is Serious To Take On The MacBook Neo, But Its Partners Aren’t; By The Time They Are, It’ll Be Too Late

29 May 2026 at 17:58

Snapdragon C is proof enough that Qualcomm is serious about the MacBook Neo, but it's partners aren't

A premium $600 notebook with a metal shell and impressive specifications is something no Apple competitor was prepared for, and in just one day, the entire industry flipped upside down. Given how quickly Qualcomm introduced the Snapdragon C, we can say with a certain degree of confidence that the chipset maker was ready for the MacBook Neo’s arrival. The only problem is that Qualcomm’s rivals still have this air of non-seriousness, and by the time they realize how grave the situation is, they’ll be a few generations behind Apple. Windows 11 notebook manufacturers are making things way too easy for […]

Read full article at https://wccftech.com/snapdragon-c-shows-qualcomm-is-serious-about-macbook-neo/

Pixel 11’s Gimped Tensor G6 Will Mean Another Year That Google Takes A Beating From Samsung & Apple In The U.S. Market

28 May 2026 at 11:21

It could be another year that Google doesn't succeed with its Pixel 11 launch and it could be due to the Tensor G6

After almost six generations of Tensor chipset launches, Google still hasn’t figured out that its custom silicon is one of the biggest selling points of a smartphone. We thought that by switching to TSMC, the Tensor G5 could finally be rid of the performance curse that plagued past SoC releases, but we couldn’t have been more wrong. Looking at the company’s Q1 2026 statistics, its U.S. smartphone market share could continue to dwindle if it ignores this specific aspect of its devices. Then again, Google can also capitalize on other areas, assuming it wants the Pixel 11 family to remain one […]

Read full article at https://wccftech.com/underpowered-tensor-g6-means-pixel-11-could-underperform-in-the-us-market/

Apple Has Been Waging A Secret War To Protect It Users While Letting Go Of Billions In Annual Earnings, But It’s Still Labeled As Greedy

27 May 2026 at 16:59

Apple is giving up billions to protect its users and it's still called greedy

At the heart of Apple’s physical product range lies its App Store, a repository of millions of programs categorized under productivity, entertainment, gaming, finance, social media, and more. What this platform also serves is a haven for fraudulent activities, and individuals with nefarious intentions have used it as a gold mine to deprive both users and developers of their earnings and efforts. Thankfully, Apple has been hard at work keeping these malicious people at bay, but its benevolence comes at a cost, literally. Foregoing billions in annual revenue from the App Store platform alone means Apple is prioritizing the safety […]

Read full article at https://wccftech.com/apple-is-waging-a-secret-war-to-protect-users-and-its-still-called-greedy/

The iPhone 17 Should Be Sold At A Lower Price After The iPhone 18 Launch Next Year, Blowing Up Demand, But Bringing A Fresh Problem For Apple

24 May 2026 at 20:48

iPhone 17 should continue to be sold after the iPhone 18 launch next year

Apple’s base iPhone 17 has taken the smartphone industry by storm, with its aggressive pricing and stacked features being two key factors behind why it was the best-selling smartphone globally for Q1 2026, at least according to Counterpoint Research. Now, just imagine if it were $100 cheaper, what sort of reception would this handset garner from the public? There would be utter chaos and rightfully so, which is why Apple should keep this model around even after the base iPhone 18 launches in early 2027. While it’s an excellent strategy, there will be a newfound problem that Apple needs to tackle. […]

Read full article at https://wccftech.com/iphone-17-should-be-sold-at-a-lower-price-after-iphone-18-launch-but-there-is-one-problem/

Exynos 2700 Can Brew Trouble For Both TSMC And Qualcomm Next Year, But Samsung Has To Go The Extra Mile For That To Happen

23 May 2026 at 20:09

Exynos 2700 can create a lot of trouble for Qualcomm and TSMC next year, if Samsung wants

Samsung made history by introducing its first 2nm GAA chipset to the masses, Exynos 2600, with the Korean firm’s semiconductor now shifting focus and resources towards the Exynos 2700, its next SoC that’s reported to use the improved iteration of the company’s 2nm node and launch just before the Galaxy S27 series launch in early 2027. For Samsung’s competitors, the Exynos 2600 would be brushed off as a one-time affair, but the Exynos 2700 sends an entirely different signal, one that could make Qualcomm and TSMC extremely nervous. For both Qualcomm and TSMC, the Exynos 2700 represents a potential loss […]

Read full article at https://wccftech.com/exynos-2700-can-brew-trouble-for-tsmc-and-qualcomm-next-year/

Apple Plans To Transform Its iPhone 18 Pro Lineup From A Daily Driving Necessity To Life-Saving Devices Without Limits – Here’s How

22 May 2026 at 17:05

Apple plans to transform its iPhone 18 Pro lineup into life-saving devices

As advanced as smartphones are, we doubt that companies have even scratched the surface of their capabilities. With sufficient firepower to rival desktop computers, it’s almost as if the hardware continues to evolve, but there are negligible use cases to take advantage of the internals. Fortunately, Apple may have found a way to transform its upcoming iPhone 18 Pro and iPhone 18 Pro Max into literal life savers, and that too, without placing individuals in awkward and limiting situations. Here’s how the company can accomplish this. Apple’s Emergency SOS via satellite feature is severely underrated, but it’s also limiting - Here’s […]

Read full article at https://wccftech.com/iphone-18-pro-to-transform-into-life-saving-technology-here-is-how/

Galaxy Z Fold 8 Is Proof Samsung Has Lost The Foldable Smartphone Battle Against Apple Before The iPhone Fold’s Arrival

21 May 2026 at 18:38

Galaxy Z Fold 8 has already lost against the iPhone Fold

Samsung, who was once regarded the pioneer of foldable smartphones, has now been receiving labels as a company that cuts corners with its premium devices, and with consumers getting tired of these trade-offs, Chinese competitors saw the opportunity to capitalize heavily, capturing a sizable gap left behind while bringing their own innovations. With the iPhone Fold scheduled to launch later this year, Apple’s first foldable flagship will undoubtedly be compared to the Galaxy Z Fold 8, but looking at the compromises that Samsung is making, it’s best to assume that there isn’t going to be a competition this year. To hear […]

Read full article at https://wccftech.com/galaxy-z-fold-8-is-proof-that-samsung-has-lost-its-foldable-smartphone-battle-with-apple/

KitGuru Games: Starfield is Bethesda’s Most Improved Game*

29 April 2026 at 12:00

Bethesda Game Studios is an anomaly within video games. Once seen as an industry darling, the open-world RPG maker has in the eyes of many been coasting for the past decade and a half off of the universal and undying success of Skyrim. In some ways they may have earned the right to coast, with 60 million Skyrim copies sold cementing their legacy for decades to come. While their output since has certainly been slowed down heavily, BGS has still been making and releasing games – to an increasingly decreasing response. Fallout 4 was fun but flawed, with many of the game’s issues being core to its design and as such tough to fix (though modders of course have since done so). Regardless, it was a massive sales success, securing the next decade of Bethesda operations. Starfield however was different.

In not being tied to any legacy franchises or known IPs, not only was the space-exploration RPG working with a lower potential sales floor, but BGS also needed to make the world of Starfield one which players are interested in beyond its gameplay mechanics. This didn’t quite pan out, with many players lamenting its basic regurgitation of old sci-fi concepts while lacking the purposeful world design which previous BGS games managed. Combine this with seemingly slower sales and a lack of interest from modders and Starfield’s future appeared to be somewhat in jeopardy.

This seemed to be a pivotal moment for Bethesda, and so for the first time in decades they did what fans had been asking – they made the game better. Starfield is Bethesda Game Studios’ most improved title. That’s not to say that it’s their best, nor does it necessarily mean that it’s good; but it is their most improved game. Even so, I remain unsure as to whether such improvements will be enough to turn the tides on what many believe to be a failed experiment.

Starfield Bethesda

First thing’s first, what do I mean by most improved game? Contrary to how it may seem, all of Bethesda Game Studios’ releases from Skyrim onwards have been privy to plenty of post-launch patches. While many of these updates wound up breaking the games in one form or another, it would be false to claim that they have not fixed hundreds of various bugs and issues over the years.

When I talk about an improved game, I am referring to more substantive updates, be it technological, visual or most importantly gameplay-altering. In this regard, Starfield has been by far the most supported. Before we get to that however, it is worth looking back at how both Skyrim and Fallout 4 evolved over the years.

Skyrim in particular is a bit of an odd duck. As mentioned, the evergreen 5th entry in The Elder Scrolls series has been released and re-released countless times. While some of these were more basic ports filled with user-generated content (and others offering more comprehensive visual upgrades), those who bought the base version of the game back in 2011 were still treated to a select number of welcome additions and improvements between launch and its 1.9 update in 2013:

  • Added the ability to engage in mounted combat
  • More varied kill cam cinematics
  • New melee weapon kill animations
  • Legendary Difficulty with new mechanics
  • Legendary Skills system
  • Support for the Steam Workshop
  • Back-end improvements to be 4GB aware
  • Slight visual improvement with optional shadows added to grass
  • Companions equip better weapons and armour if given to them
  • Imperial Light Armor can be crafted

As can be seen, even amongst the relatively short list of notable enhancements, only a few of these are what I would call substantial. In terms of gameplay-altering additions, you’ve pretty much only got the addition of the Legendary Difficulty and the ability to engage in mounted combat – not that anyone actually uses the latter. As expected, there was also a set of DLC packs released, but I’m not counting paid content into the equation.

Of course, this would mark just the beginning of Skyrim’s long life through approximately 1000 (more like half a dozen) re-releases. Unfortunately all of these would require repurchasing the entire game and so in terms of post-launch support, we’ll be treating Skyrim: Special Edition as its own entity.

Released in 2016, this then-current-gen remaster was built upon an updated form of the Creation Engine, allowing the title to be 64-bit aware while also throwing in a bunch of Creation content and visual enhancements (including but not limited to higher-res textures; new shaders; volumetrics and more). In terms of what was added after-the-fact, Skyrim Special Edition continued to keep things relatively light:

  • Creation Club added allowing for user-created mods
  • Added a message of the day (used primarily for promotion)
  • Support for additional player homes (mainly to allow for Creation Club content)
  • Survival mode refinements
  • Equipment stat adjustments
  • Ammo weights were set to zero
  • Support for Ultrawide monitors
  • Official Steam Deck support

Outside of these minor improvements, Skyrim Special Edition’s post-launch updates comprised primarily of additions to their Creation Club mods; making the process of buying and installing these add-ons more seamless; improving the store’s UI/UX and fixing bugs which were introduced as part of the Special Edition release.

When it came to Skyrim, if you were wanting to receive any new improvements or added content of note you pretty much had to pay up for the pleasure. Be it the original release, Skyrim Special Edition or the more recent Anniversary Edition, the most you could look forward to in the way of post-launch support was limited to tenuous bug fixes and some small surprises.

Then again, the industry was in a pretty different place (especially back in 2011) and so expectations for such support were rather low.

Released in 2015, Fallout 4 was Bethesda Game Studios’ next big single-player open world RPG. Launching to high praise from the mainstream (with more particular problems by long-time fans of the franchise), Fallout 4 was an immediate success, shipping over 12 million copies in its first 24 hours and allowing Bethesda to continue being Bethesda.

Like with Skyrim, Fallout 4 received a number of paid re-releases over the years, adding little outside of DLC and creation club content, with the only free updates of note introducing the following:

  • New Survival difficulty with altered mechanics
  • Added ability to rotate an object you are holding 
  • More than 300 new player names added to Codsworth's vocabulary
  • Status menu for settlers in your settlements
  • Additional art customization added to the Workshop
  • New store art type for Workshop settlements
  • Quality-of-life improvements to the Workshop
  • Support for High Resolution Texture Pack 
  • New ambient occlusion option: HBAO+
  • Widescreen and Ultra-widescreen support
  • Weapon debris effects (NVIDIA cards only)
  • Added a message of the day (used primarily for promotion)

On a technical level, Fallout 4 received minimal improvements, with many of the ones it did introduce winding up to be double-edged swords. The weapon debris effects were fun, but no longer function and can even lead to game crashes. A high-resolution texture pack is always welcome, even if the differences did not justify the necessary SSD space for some. Official ultrawide support was a long-time coming…unfortunately its implementation left plenty to be desired.

Perhaps the most substantial tech improvement came with the next-gen update. While many 7th-8th gen upgrades/remasters were treated as separate products necessitating an entirely new purchase, by the time of Fallout 4’s next-gen patch having a paid upgrade was more likely to be the exception rather than the rule.

Thankfully Bethesda followed the shifting tides and so PS5 and Xbox Series X users were treated to a free bespoke 9th-gen upgrade:

Next-gen patch

  • Native PS5 and Xbox Series applications
    • Performance mode
    • Quality mode
  • Steam Deck Verified
  • 9 Free Creation Club Items

Though it took a couple further updates to be stabilised, the next-gen patch was a notable upgrade over its previous console offering, allowing users to select between 30, 40 and 60fps – with unlocked framerates being available as well. Unfortunately for me, even the next-gen patch continues to be rather unplayable due to the fact that Fallout 4’s field-of-view remains woefully low with no way to adjust it. That’s not to mention the classic problems which come alongside pretty much any update by Bethesda: bringing back old bugs; introducing new ones while also breaking aspects of the game.

Content-wise, Fallout 4 received very little in the way of free stuff, with the only real additions being the expected inclusion of a Legendary-esque mode (aka. Survival difficulty); a couple extra cosmetic art pieces and a bunch of new names for Codsworth to be able to say.

Of course, Fallout 4 saw plenty in the way of new gameplay additions, but pretty much all of it required the purchase of official DLC or Bethesda’s favourite creation: Creations. That said, the next-gen patch did offer a slight taste of the Creation Club’s content with 9 free items being offered. Still, for a game with so many different issues expressed by different sides of the fandom over the years, Fallout 4’s post-launch support felt mostly like Bethesda trucking along as usual.

In not being tied to any previous IP or franchise, Starfield had a lot to prove, especially in the wake of increasing amounts of criticism thrown towards the studio over the years. Unfortunately for both Bethesda and its fans, reception towards Starfield was far from astronomical.

Now under the Microsoft umbrella, we do not know how many copies of Starfield have been sold, with the only official metric being the number of total players – a rather useless one given that it was a day-one Xbox Game Pass addition. Still, it’s safe to assume that Starfield’s performance did not match that of Fallout 4 or Skyrim. Combined with a poorer reception (mixed in with relative disinterest) and it was quite clear that for the first time modders weren’t going to fix it.

Though still a million light years away when compared to the likes of No Man’s Sky, Bethesda has shown a greater commitment to improving Starfield more so than any of their other single-player offerings. From pretty much the very first update, Starfield already received more technical improvements than perhaps Fallout 4 and Skyrim combined (not including the Special Edition), with the first set of patches adding:

  • Display improvements including brightness/contrast controls; HDR adjustments; expanded ultrawide support and more
  • FOV sliders
  • DLSS; DLAA; Frame-generation
  • AMD FSR 3
  • Support for Intel XeSS
  • Visual improvements:
    • Contact shadows
    • Water reflections
    • Character skin
    • More

While not as comprehensive as the enhancements introduced with Skyrim’s Special Edition, many of the technical improvements added to Starfield in its relatively early days are arguably more impactful, with the inclusion of an FOV slider allowing players more freedom in how the game and its world is presented.

Though it similarly should have been available as standard from the get-go, the much-needed additions of brightness and contrast sliders could make for drastic visual improvements, removing the washed-out grey look presented by the default settings. Of course, though not a function of Bethesda’s own making, adding support for DLSS; FSR; XeSS and the like made for an immediate uptick in visuals and performance.

Should everything listed above have been available at launch? Absolutely, and the fact that they weren’t is testament somewhat to Bethesda’s outdated ways. Still, they did wind up adding them in the end, and far sooner than many would have expected (although the bar in this regard is 6 feet underground).

Perhaps the most interesting example of post-launch support however came in the form of gameplay-altering updates – something which was previously primarily limited to paid DLC.

Starting off somewhat slow, Starfield’s first slew of updates kept mostly to the technical sides of things, but did still introduce some welcome changes/additions:

  • New camera options when engaged in dialogue
  • Adjusted stealth to be a bit more forgiving
  • Photomode expressions
  • You could now open doors and harvest with the scanner opened 
  • New melee weapon tiers
  • Ability to modify melee weapons
  • Ammo crafting
  • Improved surface maps
  • Full difficulty customisation across the board
  • Bounty scanner mechanic
  • Trackers Alliance missions
  • Creations

For Bethesda standards these small additions are already impressive – though as with everything Bethesda there are a number of caveats. Being able to pick a different camera option during dialogue served more as a fix for player complaints. Still, it was a fix. Fleshing out the melee system is appreciated, but still feels lesser compared to Fallout 4’s hand-to-hand weapons. Improved surface maps was one of the most requested features, again, due to the fact that Bethesda’s previous offerings were better in this regard from the get-go.

The Trackers Alliance bounty system unfortunately functioned more as a way to get players to check out the newly-launched Creations menu, giving you what feels like a free demo for the creation before needing to splash out cash for the remainder of the missions.

Even the new difficulty customisation was born from complaints that Starfield was balanced poorly, with tough enemies primarily being boring bullet sponges. In this regard, Bethesda did go above and beyond, letting you tweak pretty much any parameter you desired. Still, while certainly a solution to the problem, it very much feels like Bethesda saying “fine, you can do it yourself”. Am I glad that the option was included? Yes, but I do wish it perhaps came alongside a suite of new default difficulties tuned by Bethesda themselves.

All that said, whether it be due to the game lacking in one regard or another, or as a result of strong backlash, Starfield was already seeing more substantive improvements than anything else the studio has worked on (again, Fallout 76 not included).

Though it would take some time, the next set of updates for Starfield would end up being even more significant.

While much smaller in terms of numbered improvements/additions, Starfield’s next suite of patches would bring in some genuine surprises. Since as far back as the early days of the Gamebryo engine, Bethesda have struggled with implementing land vehicles, so much so that when Starfield launched without any such traversal options, many assumed that the Creation Engine simply could not handle it.

Yet, come the big May update and Bethesda would officially unveil the Rev-8 land vehicle. The controls are somewhat clunky and the physics may not be the best, but adding a whole new way to traverse Starfield’s planets is a feat which many fans thought to be impossible for Bethesda to achieve – especially going on to then offer it for free.

This is where they lose a whole bunch of brownie points however, with the studio later reflecting on whether they should have held the Rev-8 back to be kept as paid DLC in order to flesh out the ill-fated Shattered Space expansion. Big aura loss for Bethesda imo. Still, the update was ultimately free, and showed that Bethesda were willing to do more than the bare minimum when push came to shove.

This second set of updates was also a big deal on the technical side of things; for consoles at least. Controversially locked to just 30fps at launch, Starfield would later receive a pretty comprehensive performance update, which like the difficulty options, allowed for many different permutations.

Again, I would argue that the studio should have put more effort into curating each mode so that players don’t need to wait for Digital Foundry’s recommended toggles, but the additional choices were highly-appreciated nonetheless.

PC players weren’t left out either, with new ‘Very Low’ graphics settings allowing for those with weaker rigs to suffer slightly less. Rounding out the tech improvements was a new pass on the game’s lighting to make it slightly better.

Following another relatively lengthy bout of silence, Bethesda and Starfield would return, announcing its PlayStation 5 release alongside another major free content update – the biggest one yet. Launched in alignment with the paid Terran Armada DLC, the free ‘Free Lanes’ update seems to have done its darndest to try and make this version of Starfield as appealing as it can be.

No, it didn’t give us completely seamless traversal, nor can players fly in low-orbit. They didn’t overhaul the story and procedural generation hasn’t been removed. That said, the Free Lanes update is by far Bethesda’s most expansive yet, introducing:

  • Cruise mode to travel in open space or to POI locations between planets inside a star system
  • X-Tech crafting to Weapons and Armor
  • Additional Quality Tiers to weapons and suits
  • Rank 4 Legendary effects for weapons and suits
  • Upgrade modules which can be installed to improve one attribute of a weapon or Suit
  • New weapon skins
  • Buildable ship optimization terminal
  • Ship Equipment schematics
  • Legendary Enemies with modifiers and adjustable settings
  • Quantum Entanglement Device making new game plus more useful
  • Quantum Essence, letting you further upgrade Starborn Powers
  • New Database menu for improved tracking
  • New vehicle: Moon Jumper
  • New player house
  • Collectible Colony Wars Action Heroes which provide benefits when found
  • Anchorpoint Station POI
  • New Dungeons, Space Encounters, and Points of Interest throughout the game
  • Adjusted distribution and cooldown timers for placement of points of interest on planets
  • Additional photomode poses for the Rev-8.

In terms of free-yet-tangible updates, Free Lanes is genuinely quite impressive. Unlike the land vehicles, I don't think Bethesda is going to find a way to figure out interplanetary travel in Starfield. Yet, the newly added Cruise Mode goes a decent way into helping create such an illusion.

As expected, it is far from perfect (with the invisible bubble around planets being a bit jarring), but there’s no denying that Cruise Mode is a great deal more preferable when compared to its launch state.

I will always lament the fact that an enemy’s loot is no longer defined by what they’re wearing in Starfield. Still, the introduction of X-tech does allow for greater satisfaction in the act of looting. Again, its gameplay loop remains fundamentally different to that of Skyrim or Fallout, but adding to the overall sandbox that is Starfield with new quality tiers, customisation options and upgrade paths does make for a much more fleshed out-feeling world.

The same can apply to legendary modifiers, giving the universe of 1000 planets a  somewhat greater feeling of variety.

Likewise, the Quantum Essence mechanic offers new and alternative ways to upgrade your character while giving the new game plus mode more of a reason to exist. Throwing in another land vehicle was nice too, making it feel a bit more grounded in the world and less like a post-launch add-on.

Topping it all off is the addition of loads of new points-of-interest / dungeons. Perhaps the most disappointing aspect to Starfield at launch, its woeful lack of variety when it came to POIs and dungeons would have felt underserved in even a small open world – let alone one consisting of 1000 planets.

At the scale which they chose to present the game in, Starfield will never truly be able to match the density and variety seen with the likes of Skyrim. Still, taking the time to introduce new POIs and dungeons, while tweaking the algorithm of how they’re discovered again helps to mask the illusion of Starfield’s cell-based nature. It’ll never be Skyrim or Fallout 4, but it is a much better imitation.

How many more updates Starfield will receive, and how substantive they will be remains to be seen. It isn’t lost on me that the most significant updates came alongside new ways to give Bethesda money – with the arrivals of Shattered Space and Terran Armada / the PS5 launch coinciding with some of the most impactful patches.

With the two promised DLCs now being delivered, and the game available on PS5, does Bethesda still have motivation to continue to improve starfield? I hope so.

Even with these many updates and improvements however, I still have little interest in returning to Starfield. After checking it out at launch and deciding that its core changes were not for me, these many additions to Starfield have yet to give me what I want from a Bethesda game. That said, Starfield is Starfield, and so in that regard, Bethesda have made it the best version of itself that it can be. Starfield in 2026 is Bethesda’s most improved game, but when it comes to Bethesda you always have to grade on a curve.

KitGuru says: What do you think of Bethesda’s post-launch support for Starfield? Have your opinions on the game shifted with time? Can Starfield ever break the ceiling set by its core design decisions? Let us know your thoughts down below.

The post KitGuru Games: Starfield is Bethesda’s Most Improved Game* first appeared on KitGuru.

The Relaunch of AMD Ryzen 5800X3D and NVIDIA RTX 3060 Shows Just How Bad It Is For PC Gamers In 2026

18 April 2026 at 12:18

An AMD Ryzen 7 5000 Series processor box is positioned next to a dual-fan graphics card against a red and orange geometric background.

It's disappointing to see where we are heading, but it appears that for PC hardware makers, nothing can save the current market except relaunching older hardware. The Relaunch of Ryzen 7 5800X3D and GeForce RTX 3060 is Close, but is it Really Something We Wanted? I think I got a little too excited for the AMD Ryzen 7 5800X3D when I heard it would relaunch soon, since I have been rocking the AM4 platform for years now. It has hardly been a year since it got discontinued, but AM4 has proved that a platform can last for nearly a decade […]

Read full article at https://wccftech.com/relaunch-of-amd-ryzen-5800x3d-and-nvidia-rtx-3060-shows-2026-bad-for-pc-gamers/

RAM & SSD Prices Are Rising, But This $1300 DDR4 Gaming Build Is Unstoppable

30 March 2026 at 18:01

An AMD Ryzen 7 CPU box is displayed alongside a Sapphire graphics card in front of an open computer case.

Last year, it was easier to get a decently powerful budget gaming PC for under $1000. Thanks to the DRAM shortages, this is no longer possible. The worsening DRAM availability directly affected PC components, such as GPUs, making it more difficult than ever to build a PC. Plus, higher NAND costs drove SSD prices as well, making the situation worse than ever. We have been tracking the RAM and SSD prices for months, and these are still rising. So, it's unlikely that prices will return to the pre-RAMpocalypse era very soon. With so much demand for DDR5 memory, many gamers […]

Read full article at https://wccftech.com/best/gaming-build-for-1300/

KitGuru Games: DLSS 5 misses the point

28 March 2026 at 13:00

It would be hard to argue that NVIDIA’s DLSS technologies haven’t been a net positive to the PC space, with the machine-learning based upscaler successfully translating lower resolution inputs into a final image which is perceivably sharper while hogging fewer resources. Though somewhat more contentious, the next evolution of DLSS came in the form of Frame Generation, using ML in order to generate additional frames for high-refresh rate gaming. Both techniques can have their issues, but generally speaking they’ve allowed for more people to experience higher-end titles at increased frame rates. DLSS 5, however, takes a sharp pivot, with a very different end goal in mind than the performance-boosting versions that came before.

Described as “the company’s most significant breakthrough in computer graphics since the debut of real-time ray tracing in 2018,” this lighting-focused technique is attempting to go beyond a game’s peak, “bridging the divide between rendering and reality”. The thing is, unlike all other forms of DLSS, this 5th iteration seems to be missing the point of why we appreciate this ever-evolving technology – trying to give us what it thinks we want instead of what is actually desired.

DLSS 5 NVIDIA

First and foremost I wish to acknowledge a couple things. As per NVIDIA themselves, this technology is still in a pre-release state and so the final product could wind up being different. Secondly, lighting can have a huge impact, especially on faces. One needs to go no further back than with the announcement of Marvel’s Spider-Man 2 in which fans protested against MJ’s new face model – only for the devs to claim that her design had not changed but an alteration to the lighting is what led to the disparity.

All this is to say that I am not an expert on lighting, nor have I studied the structure of the human face and how it reacts to different lighting scenarios. Even so, my initial reaction to NVIDIA's latest DLSS 5 was immediate and visceral.

Unlike all other forms of DLSS, it was clear that this new technique was operating with a different goal to the rest. In trying to “deliver a new level of photoreal computer graphics previously only achieved in Hollywood visual effects” DLSS 5 does give each shot a certain level of added perceived depth and realism – but it does so (in my opinion) in a way which can take away from the game’s intended art design and aesthetics.

While an oversimplification, this new “AI-Powered Breakthrough“ is trying to do something which none of the other forms of DLSS have. With DLSS Super Resolution, machine learning was used in order to take a lower-res frame and make it appear higher resolution. Luckily, NVIDIA already knows what a higher-res version of the frame would look like, because resolution is scalable and so the model can be trained on the exact game running at 4K or greater.

The same applies to DLSS Frame Generation. Outside of the odd outlier, we already know what a game running at 120fps and beyond should look like, so the inserted frames don't look out of place. 

DLSS 5 on the other hand reaches outside of the confines of the game, and uses an external model in order to approximate what a game with more evolved lighting could look like. This desire to go beyond can be seen throughout NVIDIA’s press release, claiming that the technology “infuses pixels with photoreal lighting and materials. Bridging the divide between rendering and reality.”

The company states that the tools are able to be tweaked by developers in order to create a final result which aligns with their own vision, utilising “a game’s color and motion vectors for each frame as input, and uses an AI model to infuse the scene with photoreal lighting and materials that are anchored to source 3D content and consistent from frame to frame”. Assuming this to be the case, and that developers do go in and personalise the variables, DLSS 5 is still attempting to operate in an entirely different ballpark than prior DLSS features.

A game’s internal lighting model could have its own issues with fidelity and consistency, but at the very least it is weaved into the game itself and as such has an understanding of its role within the engine pipeline. In the examples shown so far, DLSS 5's guesswork approach here seems to deliver an uncanny end result and to me, it does look jarring. 

A majority of the shots shared so far focus on close-ups of faces and slowly panning camera sweeps; two relatively static experiences and yet even at its best the end result feels somewhat uninviting. All this is without going into the whole yass-ification of each character, looking to me like they’ve just come fresh out of a beauty salon.

As mentioned, this is all relatively early technology and so I can’t judge too much but, as a layman, the opening quote from NVIDIA CEO Jensen Huang told me pretty much all I needed to know: “DLSS 5 is the GPT moment for graphics”. Whether I agree or not with its intentions, DLSS 5 is going in a different direction to the rest of NVIDIA’s efforts.

If nothing else, perhaps a move away from the ‘DLSS’ framework of branding could make for greater clarity in what this new technology is and how it differs on a fundamental level. We will have to wait and see as and when NVIDIA’s DLSS 5 DLSL (Deep Learning Super Lighting) gets closer to a public release.

KitGuru says: What was your initial reaction to DLSS 5? Do you see any benefits to the technology?

The post KitGuru Games: DLSS 5 misses the point first appeared on KitGuru.

What NVIDIA Actually Got Wrong with the DLSS 5 Reveal

23 March 2026 at 20:00

A promotional image for 'Resident Evil Requiem' showcases the visual differences between 'DLSS 5 Off' and 'DLSS 5 On' using NVIDIA GeForce RTX, highlighting improved graphics fidelity.

Nobody, except for a very select few who had already checked out a demo, was expecting NVIDIA CEO Jensen Huang to unveil DLSS 5 during his GTC 2026 keynote last week. NVIDIA had already countered AMD's FSR Redstone at CES 2026, where it announced and released a second-generation transformer model for its Super Resolution upscaler, which adopted the DLSS 4.5 label and was quickly judged the best upscaler available. Two months later, they stunned the world - for better or worse - with a new version of DLSS that did not focus on improving frame rates or ray tracing performance, […]

Read full article at https://wccftech.com/nvidia-dlss-5-reveal-mistakes-op-ed/

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