At Tech4Gamers.com, I cover the latest news and rumours in the gaming industry, from new game releases to hidden gems and video game leaks. Furthermore, I occasionally write tech articles about video game consoles, providing insights into the hardware and software that powers our gaming experiences.
[Press Release] V-COLOR Technology has launched the world’s first DDR5 overclockable RDIMM RGB memory modules, offering capacities up to 512GB (64GBx8) and speeds reaching 8000MT/s. Designed for professionals in AI, rendering, and data-intensive tasks, these modules combine high performance with striking RGB aesthetics.
Equipped with top-tier ICs and ON-Die ECC, the modules deliver strong data integrity and stability. They’re optimised for AMD Ryzen Threadripper and Intel Xeon platforms.
V-COLOR offers configurations up to 8000MT/s for extreme overclocking and 6000MT/s CL28 for ultra-low latency setups. Standard JEDEC options (4800MT/s to 5600MT/s) are also available for stable enterprise use. Performance was validated on both AMD TRX50 and Intel W790 platforms.
Alongside the memory, V-COLOR introduced the FusionX I5 and A5 AIO coolers, tailored for large-die CPUs. Both offer efficient thermal control, with the I5 featuring RGB lighting and the A5 focusing on a more subtle design. Check out V-COLOR website for more details.
Currently serving as a News Reporter at Tech4Gamers, I have the privilege of combining my love for gaming with the art of storytelling. My role involves crafting engaging narratives that keep our audience abreast of the latest developments in the gaming world.
Story Highlight
Nintendo expects 15 million Switch 2 sales in the fiscal year ending in March 2026.
45 million game sales are also expected at the same time.
This would make the Switch 2 the fastest-selling console ever.
Despite all odds against the release, Switch 2’s release is looking to be a solid one. Pre-orders for the handheld have already started, and they’re looking strong thus far.
Now, Nintendo has officially revealed its expectations for the handheld’s sales during its launch window. The gaming giant expects 15 million unit sales for the Switch 2 during the first fiscal year ending in March 2026.
Why it matters: The launch of the Switch 2 is among the most anticipated in gaming history. It’s only fitting that the handheld follows up the original’s success by breaking its own records.
Nintendo’s Forecast For The Next Fiscal Year Ending March 2026 || Source: Nintendo
Selling 15 million units would make the Switch 2 the fastest-selling console of all time, a bit more than what the first Switch console sold in its first fiscal year of launch. Moreover, the company also expects 45 million game sales in the same time frame.
However, this number is still quite far behind what analysts previously expected. The previous figure hovered around 20 million, but fulfilling that level of demand now seems improbable due to tariffs and the high price tag attached to the Switch 2.
In terms of the first-week sales figure, 6-9 million units were previously expected to sell. However, accounting for Nintendo’s forecast for the first-year sales, this number would be lower than expected but still enough to beat the record of the most-sold console within the first week of its launch.
Additionally, Nintendo updated the sales figures for the original Switch console, which sold 10.8 million units in the fiscal year ending in March 2025, bringing the total number to 152.1 million. The Switch is just 1.9 million sales shy of becoming the best-selling console of all time, beating PS2’s record.
What are your thoughts on the Switch 2 sale expectations? Have you secured a pre-order for the handheld yet? Let us know in the comments below or at the official Tech4Gamers Forums.
At Tech4Gamers, I take on the role of Hardware Reviewer with pride. My responsibilities involve a thorough examination of essential hardware components like motherboards, graphics cards, processors, PC cases, and CPU coolers, among others, focusing on their complexities and functionalities.
Teamgroup released GE Pro series Gen5 NVMe SSDs earlier. In a somewhat surprising way, they are back with yet another series named GC Pro. Both types use the same controller and NAND Flash. The subtle difference is that GC Pro is only available in 2TB and 4TB capacities and from my research, it seems like the controller on GC Pro is clocked a bit higher than the GE Pro.
Anyhow, I am taking a look at T-Force GC Pro 2TB NVMe SSD. This SSD being a PCIe Gen5 based is rated for sequential data transfer rate of 12500MB/s and 11000MB/s in read and write. I have seen reviews where 512GB size NAND flash packages are used. However, our sample comprises a 1TB NAND flash package with a total of two.
These SSDs are driven by InnoGrit IG5666FAA controller and seem to have YMTC 232-layer TLC 3D NAND. The DRAM seems to be a Micron DDR4-3200 chip providing up to 2GB DRAM storage. This SSD also utilizes SLC Caching of up to 600MB.
This SSD comes with a 0.5mm Graphene thermal pad for effective heat transfer. The 2TB variant is listed at USD 199.99 and it comes with a five-year warranty. This price is a stellar and main show here given that it is a Gen5 NVMe SSD.
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20+ SSDs tested and reviewed by our team of hardware experts (Tech4Gamers Team).
80+ hours spent testing different SSDs for our reviews.
At Tech4Gamers, ensuring you get reliable information is our priority. That’s why every hardware round-up undergoes a meticulous review process by our team of experts and editors. Each review is carefully examined against our strict editorial guidelines, guaranteeing you trustworthy insights you can depend on.
Key Takeaways
The T-Force GC Pro 2TB NVMe SSD delivers blazing-fast speeds of up to 12,500MB/s read and 11,000MB/s write, backed by a Graphene thermal pad.
You should go for the T-Force GC Pro 2TB NVMe SSD if you need a Gen5 SSD that delivers rock-solid speeds, fits easily into a PS5, and offers good value for money.
You should skip the T-Force GC Pro 2TB NVMe SSD if you don’t have active cooling for your drive, as the SSD needs it to run at optimal temperatures.
The T-Force GC Pro 2TB NVMe SSD has main selling feature of how cost-effective it is. You can experience a fast storage drive in the PCIe Gen5 category – which is still not a mainstream option – for as low as USD 200 mark making it a good value for your bucks. However, you will need to spend more bucks on a good cooling solution for this drive.
Packaging And Unboxing
The drive is shipped inside a paperboard black-themed packing box. The drive and other items are packed inside a transparent container. The following are provided:
1x SSD
1x Graphene Pad
Design
SSD Top Design (Exposed)
The top of the PCB is exposed as there is no heatsink cover. A graphene pad is provided separately and is optional. This SSD has a dimension of 22x80x3.9mm with the Graphene thermal pad. This SSD has components on one side hence it is a single-sided storage solution.
The SSD is compatible with Sony Play Station 5 as its height is less than 11.25mm height supported by the console. I recommend checking our guide on the best SSDs for PS5 to explore more options. In any case, this is a PCIe Gen 5×4 drive using an NVMe 2.0 interface. The drive has an M.2 2280 form factor using M Key Type.
SSD Backside Design
A sticker can be seen on the backside showing the part number and serial number of the drive along with its capacity which is 2TB (2000GB). The drive is made in China.
The drive supports S.M.A.R.T, TRIM, E.C.C, and 4K LDPC features. The provision of TRIM advanced full equalization mode and active garbage collection helps in providing durability. This drive comes equipped with a data security isolation mechanism.
Internal Components
SSD PCB
The SSD is driven by an 8-channel controller from InnoGrit which is IG5666FAA. This is a PCIe Gen5 controller fabricated on a 12nm process node. The two 1GB 3D NAND Flash packages are from YTMC and there is a 2GB Micron DDR4 DRAM chip operating at 3200MHz speed. Besides, this SSD also uses SLC for caching which helps in sustained bursts of writes.
Thermaltake Core P6 TG Snow Edition in an open frame layout
These software were used to benchmark the performance :
ATTO Disk Benchmark
CrystalDiskMark
Anvil Pro Storage Utilities 1.1.0
DiskBench
Blackmagic Disk Benchmark
3DMARK Storage Benchmark
PCMARK10 Storage Benchmark
Microsoft Windows 11 23H2 is used for the testing.
CrystalDiskInfo
I ran CrystalDiskInfo after installing the disk. The firmware version is 050g0554. The interface is listed as NVM Express using 2.0 as standard. It also confirmed that the drive is operating at PCIe 5.0 at an x4 speed link. The supported features are S.M.A.R.T, TRIM, and VolatileWriteCache.
Test Results
CrystalDiskMark
CrystalDiskMark Test Results
1 of 3
Real World Performance
Peak Performance Benchmark
Default Benchmark
Let’s start with three different runs of CrystalDiskMark. This drive did 13422.12MB/s in sequential read and 12287.69MB/s in sequential write speeds. This is an impressive performance but it came with a penalty of drive running hot. For this run, the drive easily crossed 76ᵒC So I had to use an active cooling solution for the complete testing.
The maximum read speed on GC Pro 2TB was 12.47GB/s in read and 11.47GB/s in write which is unrivaled in the graph. Even The Z540 is lingering behind.
Anvil Storage Utilities Benchmark
Next, I ran the Anvil Storage Utilities benchmark to test the performance of the drive. The Z540 and GC Pro and neck-on-neck here and it was a bit surprising to see that the Z540 did better in read speeds. The overall score favors the GC Pro 2TB.
Threaded IO Write 64QD
Threaded IO Write 32QD
I also ran Threaded Writes in queue depth of 32 and 64. The SSD passes the 1000K speeds with flying colors.
Threaded Reads Test Results
1 of 3
Threaded IO Read 128QD
Threaded IO Read 64QD
Threaded IO Read 32QD
Next, I ran the Threaded Reads in queue depths of 32, 64, and 128 threads. The drive passed the 1000K IOPS.
3DMark Storage Test
3DMark Storage test is relatively a new test bench measuring the gaming-only performance of the given drive using three games. It measures the load time of the games, records the gameplay, saves the game, and moves the game. The overall score is given in the bandwidth and access time.
We are seeing a tough completion between two Gen5 drives in the graph. The Z540 has a marginal lead here.
PCMARK10
We ran two tests from Storage benchmarks in this suite. These are Data Drive Benchmark and Quick System Drive Benchmark.
PCMARK10 Test Results
1 of 2
Data Drive Benchmark
System Drive Benchmark
Both Gen-5 drives offer similar performance.
Blackmagic Disk Benchmark
We have used the Blackmagic disk benchmark as well. This is a critical benchmark from the point of view that it monitors the three video compression coders against multiple formats and checks if the drive in hand supports that format and if it does then at what speed.
Real World Testing
Now, it is time for a real-world use. For that, we have used DiskBench in multiple scenarios to check the real-world data transfer rates. We prepared a data set of mixed files and folders including compressed files.
A 97GB-sized compressed file was copied to the T-Force GC Pro 2TB NVMe SSD. The file was then read from the DiskBench. This SSD has performed quite well with 3866MB/s taking 24.6 seconds. The Z540 is also offering similar performance.
Next, I copied the same compressed file from one folder to another on the same drive. The transfer rate was 3824MB/s and it took 24.9 seconds to complete this operation. We are seeing similar performance from Z540.
Next, we copied a folder of 220GB size containing multiple compressed files, sub-folders, and mixed files. The main folder was copied from the same drive to a destination drive on the same drive. The transfer rate was 3386 MB/s and it took 1.09 minutes to complete this operation. Both Gen5 drives are neck-to-neck here.
Ultimate Performance Tests
Next, I prepared heavy data of 530GB and repeated the copy operation.
Well, well, well! Some Gen4-based NVMe drives are showing the upper hand here. GC Pro is still somewhat competitive compared to the Z540.
Disk Bench Heavy Load
I wanted to see the impact on the data copy speeds, particularly the write speeds with the drive filling up to full capacity. For that, I prepared 944GB of heavy data and repeated the copy operation.
It took 9 minutes to complete this operation at an average speed of 1617 MB/s. The lowest in the read department was 40.614MB/s in read and it was 11.31MB/s in write. Despite filling the space near full capacity, the drive maintains over 1100MB/s write speed which is good.
Gaming Load Time
This is the time when gamers are using NVMe SSDs for their games for faster loading. This is why we also test the game load times. This is done using the Final Fantasy XIV: Shadowbringers Benchmark using High settings.
It took 5.416 seconds in total to load the game making the GC Pro one of the top choices for gaming.
Thermals
77ᵒC was the maximum temperature recorded when the simultaneous read and write operation of 944GB data was done on this drive. I have used Teamgroup Dark AirFlow-I active cooling solution and even then this SSD runs hot. The Z540 was put under the same cooler and it did a wonderful 57ᵒC. Part of this SSD running hot may be coming from its high power draw.
Should You Buy It
Buy It If
✅You are looking for a Gen5 SSD: The T-Force GC Pro 2TB NVME SSD is a PCIe Gen5x4 rated drive offering high data transfer rates.
✅High speeds are your thing: The GC Pro 2TB NVMe SSD did a marvelous 13000+ MB/s sequential read and 12000+ MB/s sequential write in our testing.
✅You are looking for more storage for PS5: This drive is compatible with Sony PS5.
✅You are looking for a cost-effective Gen5 SSD: This drive retails at USD199.99 making the best value for your bucks in a Gen5 drive with a DRAM chip.
Don’t Buy It If
❌You don’t have active cooling for NVMe SSD: This SSD runs hot and you would need an active cooling solution for this drive.
Final Words
I have tested Teamgroup T-Force GC Pro 2TB NVMe SSD. This is a second PCIe Gen5x4 SSD on my test bench from Teamgroup. Earlier we tested Z540 2TB NVMe SSD. The GC Pro is launched after the GE Pro series. This SSD is only available in 2TB and 4TB variants. This fifth-generation drive retails at USD199.99 which is its main proposition.
The driving force of this SSD is InnoGrit IG5666FAA which is the same as in GE Pro series drives. It is an eight-channel controller supporting PCIe Gen5. This SSD comes equipped with a Hynix 2GB DRAM chip based on DDR4-3200. The two 1TB 3D NAND Flash chips are from YTMC.
This SSD comes with a Graphene thermal pad. This SSD runs hot and even an active cooler struggles to keep its temperature in check. This drive has a dimension of 22x80x2.45mm making this SSD compatible with Sony Play Station 5. This drive features TRIM, S.M.A.R.T, E.C.C. 4K LDPC.
This drive is rated for 12500MB/s sequential read and 11000MB/s sequential write. It is rated for 1000K IOPS in 4K Random Read and Write. It has 1200 TBW. The TBW rating is relatively low.
In our testing, this SSD has crossed 13000MB/s and 12000MB/s in sequential read and write speeds respectively. The overall performance of this drive is good although in real-world performance, the numbers are hidden and PCIe Gen4x4 drives offer competitive performance. However, this drive runs hot.
Currently serving as a News Reporter at Tech4Gamers, I have the privilege of combining my love for gaming with the art of storytelling. My role involves crafting engaging narratives that keep our audience abreast of the latest developments in the gaming world.
Story Highlight
Bandai Namco’s profits for the fiscal year ending March 2025 were $475 million, a staggering 995% increase over the previous year.
Net sales increased by 22.3%, accounting for $3.16 billion.
The most revenue came from console game sales, thanks to Dragon Ball: Sparking Zero and Elden Ring: Shadow of the Erdtree.
Bandai Namco has just published its financial reports for the fiscal year ending on March 2025. The publisher saw great results, surpassing its expectations.
Bandai Namco saw record-high net sales and profits, up by a whopping 995%, accounting for $475 million, $267 million more than expected.
Why it matters: Arguably the biggest Japanese game publisher, their jump back to profitability is impressive considering they canceled multiple projects and laid off employees last year.
The financial report also revealed that net sales increased by 22.3% yearly to $3.16 billion, a massive increase from the forecasted $2.57 billion.
Bandai Namco’s revenue was driven by console game sales, which were up 42.6% over last year, a significant jump. This is all thanks to Elden Ring: Shadow of the Erdtree DLC, which performed really well for a DLC expansion.
Moreover, continuing the Budokai Tenkaichi series after 17 years resulted in a huge success. Dragon Ball: Sparking Zero has now sold 5.4 million copies worldwide in less than a year, which is extraordinary for a fighting game.
Elden Ring Nightreign Is Already One Of The Most Wishlisted Games On Steam.
Moreover, the publisher’s live-service department also had a minor rise of 3.5%.
In the future, the company’s revenue might decline over the next year since it doesn’t have any big AAA releases planned aside from Elden Ring: Nightreign. The company expects a decline in sales of 14.4% year over year and operating costs of 41.6%.
What are your thoughts on this report? Are you surprised by Bandai Namco’s performance? Let us know in the comments below or at the official Tech4Gamers Forums.
At Tech4Gamers, I mainly cover new gaming news, leaks, and rumours. Aside from that, I love to write features about my favourite games while inserting my opinion about their different aspects.
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Control 2 is the next upcoming single-player game from Remedy that is expected to release in 2027.
However, the developer has revealed that this game will have less budget than Alan Wake 2.
Remedy Entertainment seems to be handling game budgets really well, when most of the other companies are continuously exceeding them.
That would give you the impression that this game will cost a lot to make, right? While its development cost will be high, Remedy has just confirmed that its budget is actually less than Alan Wake 2.
Why it matters:Alan Wake 2 is still a tech marvel, as this game was just brilliant. However, Control 2 will be Remedy’s next big new game, so it is surprising for a developer to go for less budget than one of its previous games.
Remedy Has Just Confirmed That Control 2’s Budget Isn’t Very High
Speaking to Gamefile, Tero Virtala, the CEO of Remedy Entertainment, revealed that the budget for Remedy’s next single-player game will be less than that of Alan Wake 2.
Alan Wake 2’s budget, compared to Control 2’s, Virtala told me, was a bit higher. I think with that we can create excellent games, he said. If the team sticks to that budget and the game sells two million units, we are at break-even per game.
-Tero Virtala
He further said that if they create an excellent game and it sells four to five million copies, then they are happy with the outcome. If their game takes selling 2 million units to break even, then it is pretty humble of them to be completely satisfied at selling around 4 million units.
Remedy Entertainment is one of the only companies that manages game budgets smartly
Remedy is really good at managing budgets, and it clearly shows. In this era, games are costing more and more, but Remedy is setting an example of how we can control that. Control 2 has already entered full production, so we can expect some more news soon.
What do you think about the CEO’s statement regarding the company’s next single-player game having less budget than the previous one? Do you think Control 2 will still exceed expectations? Share your thoughts with us in the comments section below or join the official Tech4Gamers forums for discussion.
At Tech4Gamers, I contribute as a Senior News Reporter, combining my skills and gaming enthusiasm to keep our audience updated on the latest developments.
Story Highlight
Analysts have been thoroughly impressed by the second GTA 6 trailer.
They believe the team has achieved CGI-like quality in cutscenes and set a new bar for the industry.
Elements like RTGI, hair rendering, and more have elevated Rockstar Games’ open-world experience.
GTA 6 is shaping up to be a phenomenal achievement for Rockstar Games. As seen in trailer 2, the game is set to deliver breathtaking visuals, a lifelike open world, and an exciting narrative involving Jason and Lucia.
In particular, the visuals have left many gamers impressed. Even graphics enthusiasts and analysts have acknowledged Rockstar Games’ efforts, stating that GTA 6 has already set a new bar for open-world gaming.
Why it matters: Rockstar Games has only shown PS5 footage of GTA 6 so far. The team has yet to push the game to its limits on PC, leaving even more room to impress audiences.
The experts from Digital Foundry have returned with yet another in-depth analysis today. From the beginning, John Linneman states that the game is doing things that haven’t been done in open-world games before.
There is stuff going on here that sets a new bar for what you can expect from open-world gaming.
Among the many impressive elements, the analysts found GTA 6’s ray-traced lighting to be spectacular. Rockstar Games has gone all in on RTGI, leaving the game with no baked lighting for an incredibly realistic look.
On the other hand, the team described hair rendering quality as tremendous and praised the environment details on display. The ray-traced reflections have also earned plenty of flowers from Digital Foundry.
The In-Game Asset Quality Looks Stunning
Across the 40-plus-minute video, the team discusses plenty of other details regarding GTA 6’s visual outlook, including elements like the game’s cutscenes rivalling movie-level CGI.
Cutscenes in this are the equivalent of a real-time high-end CGI film.
Needless to say, the entire industry will now attempt to meet the high bar set by Rockstar Games. What are your thoughts on the analysis? Share your opinions in the comments, or visit the Tech4Gamers Forums for more discussions.
At Tech4Gamers, I mainly cover new gaming news, leaks, and rumours. Aside from that, I love to write features about my favourite games while inserting my opinion about their different aspects.
Story Highlight
It was previously said on many occasions that GTA 6 is likely to be 30 FPS only at launch.
However, now, after the second trailer’s release, many started thinking that PS5 may be able to run the game at 60 FPS.
Digital Foundry has just shattered those expectations, claiming that the game will be very likely locked at 30 FPS.
Rockstar surprised everyone yesterday by releasing the second trailer of GTA 6. There was no marketing for the trailer, which is why it wasn’t leaked, and the company successfully surprised its fandom.
The second trailer was captured on the PS5, and the videos from Rockstar’s website seemed to be 60 FPS. Many fans thought that the PlayStation 5 may be able to run GTA 6 at 60fps. However, tech experts think otherwise. They have revealed that Rockstar will lock the game at 30 FPS.
Why it matters: After the trailer was released, many were shocked that the game was running smoothly on the PS5 and claimed that the console may be able to run it at 60 FPS. However, Digital Foundry has given a detailed analysis that says otherwise.
The tech experts think Rockstar won’t add a 60 FPS performance mode, that Rockstar can’t remove RTGI now, and that ray-traced reflections also play an important role in the visual style. So, all of the signs, as per them, point toward the gaming giant locking the game at 30 FPS.
I think everything points to this being a 30 30 FPS game, maybe with a 40 FPS mode.
Alex
All three of them made their points, explaining that the game will be a 30fps-only launch. Alex explained this in detail. He said all of the games released in the past from this developer (except Table Tennis) were 30 FPS or even lower, so there is a high probability of the same happening with GTA 6.
GTA 6 Trailer 2 Description
However, this alone won’t count as a good argument, so he also explained shortly before making this statement that RTGI can’t be removed and how well the RT Reflections make the visuals look, so removing either would compromise a lot, hence everything points toward 30fps.
Oliver completely agreed with Alex’s statement, but he thinks Rockstar may do the unthinkable. They also revealed that in the trailer, the game is running at 1152p with FSR1 and that it is very likely to switch to FSR2 or PSSR.
What do you think about the detailed analysis from Digital Foundry? Do you agree with their take on the game being locked at 30 FPS only? Share your thoughts with us in the comments section below or join the official Tech4Gamers forums for discussion.
At Tech4Gamers, I mainly cover new gaming news, leaks, and rumours. Aside from that, I love to write features about my favourite games while inserting my opinion about their different aspects.
Story Highlight
EA recently fired over 300 employees, and the reason wasn’t apparent.
Now, its CEO has claimed that AI is the company’s future.
This implies that the layoffs were done as the company is heavily invested in AI and will rely on it in the future.
The situation of the gaming industry isn’t pretty. For the past couple of years, we have been seeing constant price hikes and layoffs. Companies are laying off employees without any notice, and that is hurting the morale of many.
While some did to save costs, and for other reasons, EA seems to be doing it because it thinks AI is the future now. Recently, EA fired over 300 of its employees, which everyone thought was because of what was already going on in the market. However, just recently, it claimed that AI is the future of the company.
Why it matters: Everyone fears the AI revolution, as it has already taken many jobs. EA’s claim makes the situation even more frightening, and it will surely attract a lot of backlash.
Electronic Arts’ Future Is AI, Confirms CEO
EA CEO, Andrew Wilson, seems to have revealed the real reason behind the recent layoffs during a recent talk to the press. As you may already know, EA received backlash, and that is now pretty common. The CEO said that amid the backlash, he is pretty optimistic about the company’s future, mainly because of AI.
Across our teams, we’re investing in new workflows and capabilities to integrate AI to enhance how we build, scale, and personalize experiences, from dynamic in-game worlds to delivering authentic athlete and team likenesses at incredible scale.
-Andrew Wilson
The stance of making AI the face of a company seems wrong. AI should be used to make progress faster, like helping humans achieve results quicker. However, it seems like companies like EA want to rely on AI more than that.
Our developers are using AI to push the boundaries of what’s possible in design, animation, and storytelling, helping us deliver deeper, more immersive gameplay. This is about amplifying the power of this technology to unlock new possibilities for the future of interactive entertainment.
The gaming community and any other community isn’t really that fond of AI. Remember how much fire NVIDIA came under when it showcased the new 50 series?
EA still boasts many in-house employees, so the company isn’t going full AI as of now, but who knows what will happen in the future? What do you think about Wilson’s statement regarding Artificial Intelligence? Do you support his stance? Share your thoughts with us in the comments section below or join the official TechGamers forums for discussion.
At Tech4Gamers, I contribute as a Senior News Reporter, combining my skills and gaming enthusiasm to keep our audience updated on the latest developments.
Story Highlight
Rockstar Games says the GTA 6 trailer 2 was completely in-game.
It showed both cinematics and gameplay.
The team has also reiterated that the footage was recorded on a base PS5.
The second GTA 6 trailer left many fans in awe after showcasing incredible visuals without compromising the scale of Rockstar Games’ typical open world map. This footage became even more impressive when it was revealed that the trailer was captured on a standard PS5.
Rockstar Games has now returned with a few more details about this trailer. According to the studio, trailer 2 also showed actual gameplay.
Why it matters: While the footage was undoubtedly impressive, many were concerned that Rockstar Games had hand-picked cutscenes to show off incredible visuals outside of gameplay.
As per the studio, every part of the second trailer was captured in-game. This disclaimer is important because many games have used pre-rendered footage for marketing in the past.
Although Rockstar Games typically avoids this trend, fans have been glad to receive official confirmation for GTA 6. The studio has also stated that the trailer showed both gameplay and cinematic sections.
In particular, the introduction with Jason entering his house is believed to be the typical GTA-like transition from cutscene to gameplay. As such, the studio’s claims appear very valid.
The team has also reiterated that all of trailer 2 was captured on a base PS5. This statement has many fans waiting patiently for the eventual PS5 Pro and Xbox Series X videos, considering those consoles are more capable than the PS5.
GTA 6 Has Set A New Bar For Gaming Visuals
The latest footage looks much more polished and refined than the first trailer. It also does a better job showcasing elements like ray-tracing, which adds an explicit layer of realism to GTA 6’s visual style.
All in all, Rockstar Games has certainly impressed everyone with its work. The game’s visuals will only improve from here, and things will get even better once the eventual PC port rolls around.
At Tech4Gamers.com, I cover the latest news and rumours in the gaming industry, from new game releases to hidden gems and video game leaks. Furthermore, I occasionally write tech articles about video game consoles, providing insights into the hardware and software that powers our gaming experiences.
Story Highlight
The developers are using Unreal Engine 5 to enhance the game’s visuals and world-building capabilities.
While recognizing Path of Exile 2 as a major competitor, Dragonkin: The Banished aims to offer unique gameplay experiences through innovative systems like the Ancestral Grid.
Enemy scaling is an intentional design choice to maintain consistent pacing throughout the story mode.
Dragonkin: The Banished is a new action RPG that’s quickly gaining attention for its fresh ideas and unique gameplay. To find out what makes it special, we spoke with Jean-Georges Levieux, the production director at the game’s studio.
He talked about the team’s move to Unreal Engine 5, the increasing use of upscaling technology, and how smaller studios can keep up in today’s competitive gaming industry. We also covered important game features like the Ancestral Grid, which connects skill upgrades directly to the items you collect, allowing for more personalised character builds.
Levieux responded to player questions about enemy difficulty, Early Access content, and how loot progression works. He also revealed upcoming additions—new environments, endgame challenges, and city-building features that could keep players hooked.
If you want to know what’s next for Dragonkin: The Banished, this interview gives a solid preview of the studio’s plans and future updates.
What makes Dragonkin more than just another ARPG? Let’s find out!
What game engine did you use, and why?
Jean-Georges Levieux: We’re using Unreal Engine 5. This is our first game on this engine after 25 years of using in-house technology. It was becoming increasingly difficult for a small team like ours to keep up with technological advancements, especially in terms of rendering quality. The same goes for world-building and level design tools.
What are your thoughts on studios relying on upscaling tech like DLSS and FSR for optimization, instead of traditional methods?
Jean-Georges Levieux: It depends on what you mean by “traditional methods.” If it means hitting target framerates at native resolution, that’s becoming nearly impossible nowadays. Everyone wants the best possible visuals, and without using upscaling methods, you have to make huge sacrifices.
Sure, it’s doable without them, but the compromises and development costs are significantly higher. For a team like ours, it’s simply not feasible. We must also acknowledge that the qualitative progress in the field is impressive.
Has Dragonkin: The Banished not considered being outshone by Path Of Exile 2 since it is the next big ARPG on everyone's mind?
Jean-Georges Levieux: Of course! It’s the gold standard in the genre today, and we’re not competing on the same level. That said, we’re trying to bring our own innovations and gameplay systems, and Dragonkin remains an interesting alternative for players.
Our skill system with the Ancestral Grid is a great example, and we’ve received very positive feedback about what it brings to the game.
The Ancestral Grid has been highlighted as a unique feature of the game's skill system. Can you explain how this system evolves with the player and its impact on gameplay?
Jean-Georges Levieux: The idea was for the skill system to be fully integrated into itemization, so it’s completely tied to loot. Acquiring a new skill isn’t just a matter of equipping and using it, every fragment you pick up is a chance to see how you can evolve and modify your skills. It makes character progression through skills feel much more “alive” and, above all, unique. It’s nearly impossible for two players to have the same grid.
Some players are concerned about the amount of content available in the Early Access version, noting that it currently includes only the prologue and Chapter
1. What content updates can players expect in the near future?
Jean-Georges Levieux: A significant portion of endgame content is already available in the first Early Access release through the Hunting Board. The preset section of the board takes about 30 hours for players to complete, and the random section allows for as much replay as they want.
In the first major update, we’re adding a new type of end game trials and a new biome with its own enemies, which will reinvigorate the experience and offer substantial playtime, not to mention the additions to the crafting system that will further expand theorycrafting.
Some players have criticized the fact that enemies scale along with the player, defeating the purpose of leveling up in a sense. What was the take of developers on it?
Jean-Georges Levieux: It’s an intentional choice! We want full control over the pacing during the story and to ensure that players can enjoy it without wondering whether their character is strong enough or whether they need to farm to keep progressing.
Also, we have a wide-ranging difficulty system that lets players choose the level of challenge they want as they progress during the story.
That’s the system we also use in the endgame, specifically on the Hunting Board, where difficulty is determined by the chosen Hunt.
In short, we only impose real “gear checks” in the endgame, and we want players who just want a relaxed story experience to be able to enjoy it that way.
Item rarity being locked behind level progression is another point of contention that I found players complaining about, are there any plans to change this if there are enough complaints?
Jean-Georges Levieux: Our goal is rather to improve the current system by adjusting loot tables and adding a system that provides more “exciting” rewards during leveling. Again, gear is only one part of itemization; the Grid fragments are just as important, and the feedback on that aspect has been very positive.
The game offers an excellent foundation to be a good ARPG contender, how much are the developers aiming for it to sell during the first few months after Early Access?
Jean-Georges Levieux: We hope to convince as many players as possible to join the Early Access adventure with each update. We believe that adding a new playable character and multiplayer features will be key milestones. But of course, the full release will be the major moment in terms of player count.
What can we expect to see in the spring update for the City building feature? How much will the developers expand on it in the subsequent updates?
Jean-Georges Levieux: A lot! We even considered naming the update the “City Update.”
We’re adding a bunch of new Artisans that will greatly expand theorycrafting possibilities. For example, the Great Blessor lets you sacrifice equipment and fragments, and through enough sacrifices, boost your talents or skills.
We’re also adding the Arsenal, which will allow players to save full character presets and switch between them instantly, making it easy to test different builds.
What are some of the planned endgame content and activities that are planned for Dragonkin: The Banished's future?
Jean-Georges Levieux: We’ll keep expanding the Hunting Board with new biomes. In the first update, we’re introducing a new type of trial – the Test of Will – where you’ll face special enemy waves. We’re also adding a new reward type, the Eternal’s Gifts, which basically lets players target farm gear, fragments, and crafting resources.
Another type of trial is also in development, which we’ll talk about later. One of our other big goals is post-max-level character progression. We’re thinking a lot about it, and player feedback is helping shape our ideas every day to create the best system possible. We already have several solid concepts in mind, but we really wanted to use Early Access to fine-tune our approach.
Dragonkin: The Banished is still in development, but it’s shaping up to be something special. Features like the Ancestral Grid and the clever use of Unreal Engine 5 show the team’s bold vision.
Jean-Georges Levieux openly discussed the hurdles of creating a game in a genre dominated by big names like Path of Exile 2. Rather than copying others, the team is focusing on fresh ideas and player-friendly mechanics.
The future looks promising—more endgame challenges, expanded city-building, and richer character customization. If the developers stay on this track, Dragonkin: The Banished could become a standout in the action RPG world.
A huge thanks to Jean-Georges Levieux for sharing these insights. We can’t wait to see how the game grows in the months ahead.
I’ve previously worked for eXputer as a Senior News Writer for several years. Now with Tech4Gamers, I love to devoutly keep up with the latest gaming and entertainment industries. I have a Bachelor’s Degree in Computer Science and years of experience reporting on games and breaking exclusive stories. Besides my passion for gaming journalism, I love spending my leisure time farming away in Stardew Valley. VGC, IGN, GameSpot, Game Rant, TheGamer, GamingBolt, The Verge, NME, Metro, Dot Esports, GameByte, Kotaku Australia, PC Gamer, and more have cited my articles.
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Epic Games CEO Tim Sweeney has admitted that its launcher lacks QoL and convenience features that Steam boasts.
He wishes the company focused more on bringing more QoL features to Epic Games than commercial ones.
The Epic Games Store does not want to completely mimic Steam but rather make it fun and easy to use.
After a slew of layoffs and exclusivity deals that failed, the Epic Games Store has been confirmed to still be unprofitable five years after launch. The CEO has acknowledged arguably the biggest reason behind the store’s struggles.
Tim Sweeney has admitted that the launcher lacks convenience and QoL features compared to Steam. So, even after giving away $10k worth of free games since its inception, the launcher’s harder-to-use and less polished nature has made it a less popular choice.
Why it matters: The Epic Games CEO’s claim that the store lacks convenience features compared to Steam is a step in the right direction for its future.
In a podcast episode with Lex Fridman, Tim Sweeney clarified that Epic Games must improve its store to compete with Steam. He wishes the company focused more on QoL features instead of commercial ones.
The Epic Games Launcher is clunky, and we need to improve this. […] I wish we’d gotten better at addressing quality of life features and prioritize them above all of the other features.
On the other hand, Tim also says that Epic Games is not trying to fully mimic Valve’s store; the company decided not to bring forums to its launcher, for instance. However, making the client easy and fun, like Steam, is one of the team’s biggest goals.
we do want to have all of the convenience features that makes it as easy and fun to use as Steam. So there’s a long journey ahead.
Many developers and gamers have previously accepted that having a competitor for Steam is an absolute necessity for the betterment of the industry. So, we might see Epic Games finally step up its game soon.
Do you think the Epic Games Store has fallen behind because of a lack of QoL features? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.
I’ve previously worked for eXputer as a Senior News Writer for several years. Now with Tech4Gamers, I love to devoutly keep up with the latest gaming and entertainment industries. I have a Bachelor’s Degree in Computer Science and years of experience reporting on games and breaking exclusive stories. Besides my passion for gaming journalism, I love spending my leisure time farming away in Stardew Valley. VGC, IGN, GameSpot, Game Rant, TheGamer, GamingBolt, The Verge, NME, Metro, Dot Esports, GameByte, Kotaku Australia, PC Gamer, and more have cited my articles.
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PlayStation has announced the creation of a new studio, teamLFG, made up of former Bungie developers and industry veterans.
The studio is allegedly developing the entry codenamed Gummy Bears, which was previously in the works by Bungie.
The team also wants to make immersive multiplayer worlds and other interesting titles alongside gamers in the future.
PlayStation has been hit by waves of layoffs and trimmings after multiple project cancellations in 2025. But in a surprising turn, Sony has now announced a new studio, teamLFG, which is made up of former Bungie developers and industry veterans.
The new team under PlayStation is already working on an ‘ambitious incubation project,’ which appears to be the rumored live service Gummy Bears that was said to be in development by Bungie. However, more unique projects are already supposedly planned for the future.
Why it matters: The new studio announced by Sony explains rumors of developers from Bungie being moved to other projects under PlayStation. TeamLFG is also working on a title previously rumored to be in development by Bungie.
The studio boasts developers from many notable releases across the industry and genres.
As announced on the PlayStation blog, the description of teamLFG’s first game matches the rumored descriptions of Gummy Bears and combines multiple genres, including platformers, MOBAs, fighting, and the like.
Our first game is a team-based action game that draws inspiration from fighting games, platformers, MOBAs, life sims, and frog-type games.
It is a team-based action entry that is a fun and comedic take on a science-fantasy universe. The studio confirmed in the statement that it wants to build games with the communities, so we may learn more about this project in the near future.
Players will inhabit a lighthearted, comedic world set in brand-new, mythic, science-fantasy universe. We can’t wait to reveal more.
PlayStation’s title codenamed Gummy Bears has supposedly been in development for a while.
Additionally, teamLFG is also planning on developing ‘immersive multiplayer worlds propelled by action games’ that players can enjoy and master for thousands of hours. However, more details about these ‘live service’ games have yet to be revealed.
Do you think teamLFG is actually working on the project codenamed Gummy Bears, or is it a completely separate ambitious team-based entry that is years away? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.