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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Elder Scrolls Oblivion Remastered has quickly skyrocketed to become the top-selling game on Steam right after launch.
The game was shadowdropped by Bethesda in a live stream some time ago for PS5, Xbox, PC, and Game Pass.
Developed by Virtuous, the remastered edition features stellar visuals and gameplay improvements for a fresh experience.
Rumors about a remastered edition of The Elder Scrolls: Oblivion had been circulating for years,fueling considerable anticipation in the gaming community. Now, these rumors have suddenly become a reality, as Bethesda has officially announced its entry in a live stream.
Despite the sudden launch earlier today, The Elder Scrolls Oblivion Remastered has been such a success on Steam that it has already become the top-selling game on the platform.
Why it matters: Elder Scrolls Oblivion Remastered is quickly rising to become the top-selling game on Steam, suggesting that it will be a massive success for developers and sell millions of copies worldwide.
The Oblivion Remastered has left multiplayer giants like Counter-Strike 2, R.E.P.O., PUBG, and more in the dust. This is a feat that barely any new multiplayer titles can hit, let alone a single-player remastered edition of an RPG that came out a whopping 19 years ago.
This projection suggests that The Elder Scrolls IV: Oblivion Remastered is already a hit and is expected to sell in the millions across all platforms worldwide. It is also likely selling in droves across consoles, while many others are enjoying it on Xbox Game Pass.
For those not in the know, the remastered entry utilises Unreal Engine 5 to push visuals to new extremes, accompanied by much-needed gameplay improvements, while remaining faithful to everything that made the original shine. It also aims to recreate feelings of memory.
The Elder Scrolls 4: Oblivion Remastered features stunning visuals and refined gameplay.
Oblivion Remastered is already out for PlayStation 5, Xbox Series X|S, Game Pass, and PC. The original game on Xbox has also seen a staggering 85% increase in players following the remastered hype.
Do you think The Elder Scrolls Oblivion Remastered will sell like hotcakes in the next few weeks, or is this milestone not enough to paint the full picture? 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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The hype around Elder Scrolls 4: Oblivion remaster has caused a player increase in the original game.
The 2006 RPG saw an 85% spike in players despite being a backward-compatible Xbox 360 game.
The Elder Scrolls 4: Oblivion remaster has been revealed and officially released.
Arguably, the Elder Scrolls 4: Oblivion remaster has been the worst-kept secret in the gaming industry this decade, with its surprise launch spoiled by many leaks several days before the announcement. Nonetheless, the untimely leaks have only helped in building the hype around the remaster, with fans clamoring for a first look.
And, while waiting, many have taken matters into their own hands and decided to revisit the original title ahead of the Elder Scrolls 4: Oblivion remaster release.
Why it matters: Such legendary titles being available at a moment’s notice is a testament to the game preservation Xbox has.
The Elder Scrolls 4 Oblivion Remastered.
According to TrueAchievements, Elder Scrolls 4: Oblivion from 2006 has seen a massive increase in players on Xbox, showcasing an 85% hike in April. The humongous surge in users is further proof of the anticipation surrounding the remaster, with fans eager to get new content in the franchise.
The original Elder Scrolls 4: Oblivion has attained these numbers on Xbox despite just being a backwards compatibility Xbox 360 title. Hence, there is no telling what kind of numbers the modern remaster will do now that it has launched.
As per TrueAchievements’ data, Elder Scrolls 4: Oblivion saw an enormous player boost as soon as the rumors started last week, and the RPG was no.306 in the most popular games list on Xbox during the time this data was sampled. Therefore, The Elder Scrolls undoubtedly still has a massive pull on fans as a franchise.
Now that the Elder Scrolls 4: Oblivion remaster has been revealed and shadow dropped, it will be interesting to see if the original title still keeps gaining players. But one thing is for sure: if the remake can recreate the feelings of memory like the original, it will be a surefire hit.
The Oblivion Remake has been revealed and launched.
With the release of Elder Scrolls 6 not coming any time soon, this remaster is the only premium video game the franchise is releasing, and consequently, hype is through the roof.
Do you think Elder Scrolls 4: Oblivion remaster is going to be successful? Tell us in the comments below or head to the Tech4Gamers forum 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.
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Virtuos has officially announced The Elder Scrolls Oblivion Remastered.
The game is already available on Xbox, PS5, and PC and has also been released on Game Pass.
This remaster enhances the RPG’s visuals, gameplay, and more under the supervision of the original developers at Bethesda.
The Elder Scrolls Oblivion has become a hot topic in the industry yet again. Following recently leaked images and a supposed release date, millions of gamers around the globe are excited to revisit the franchise with a fresh coat of paint.
As the leaks predicted, the game has just been officially revealed, rejuvenating this beloved RPG with new life.
Why it matters: The Elder Scrolls IP has been dormant for nearly 14 years at this point, and with no release date for The Elder Scrolls 6 in sight, this remaster could be the only major, non-live service piece of fresh content available to fans apart from the slew of Skyrim re-releases till then.
The Elder Scrolls Oblivion Remastered has been developed by Virtuos and brings a new layer of visual fidelity to the classic RPG. Virtuos has leveraged Unreal Engine 5 to ensure the visuals are as cutting-edge as possible.
This new version of the game promises to remain faithful to everything that made this entry in the RPG IP so memorable, while offering key upgrades to enhance the experience.
Virtuos has also worked with Todd Howard to ensure the remaster stays true to the original experience. Moreover, various other original developers have supervised the project to ensure the best results possible.
The most interesting part of the entire marketing campaign is that Virtuos and Bethesda have decided to shadowdrop the game. This means that the RPG is immediately available to play on PS5, Xbox Series S|X and PC at the time of writing.
Virtuos Has Given Oblivion A Complete Visual Makeover
The game is also available on Xbox Game Pass. Virtuos has offered various editions of the title for those looking to spend the maximum amount of money possible on the fan-favorite game, and yes, horse armor is available as an add-on.
Will you be returning to Tamriel following this announcement today? Do you still have a fondness for the older Elder Scrolls titles? Let’s discuss this in the comments and on the Tech4Gamers Forums.
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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Cyberpunk 2077 developer David Cordero says it will be tough to persuade players that Ciri is as important as Geralt in The Witcher 4.
He asserts that Geralt is already beloved by fans, but the studio’s lore department is working to present Ciri properly in the RPG.
The game also draws inspiration from Cyberpunk 2077, using it as a reference point for narrative elements, as it surpassed The Witcher 3 in many ways.
Now, Cyberpunk 2077 developer David Cordero says that The Witcher 4’s biggest challenge is to convince players that Ciri is just as important, if not more, than Geralt. The Witcher is more beloved by fans because they have played multiple games with him.
Why it matters: CD Projekt Red knows that making players accept Ciri as the protagonist of The Witcher 4 will be incredibly hard, but it is meticulously working to nail her lore.
In an interview with Revenant, the Cyberpunk 2077 cinematic animation lead states that the studio’s lore department is working diligently to ensure that Ciri is presented well in The Witcher 4. However, he reiterates that Geralt will still be around even if Ciri is the protagonist.
That’s exactly the first major challenge—convincing players that Ciri is just as important, if not more so, than Geralt. And that’s incredibly difficult.
David adds that a team made up of ‘biggest enthusiasts’and ‘lore experts’ is working on The Witcher 4 to ensure that every little to major detail about Ciri’s story is meticulously crafted.
You’ll see it in the game,’ so let’s trust the process—let them cook.
The Witcher 4 will also see improvements in gameplay and combat to address arguably the biggest criticism from the previous game, implying that we can also expect Ciri to feel more satisfying in combat than Geralt.
Do you think that Ciri will be a more important figure than Geralt in the eyes of fans moving forward in the franchise? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.
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.
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Most gamers don’t see 120 FPS becoming the standard for next-gen consoles.
60 FPS remains the target, especially since not all users have 120 Hz displays.
Still, with tech like Frame-Gen and PSSR, 120 FPS in AAA titles could be possible.
With the lifecycle of PS5 and Xbox Series X|S almost coming to an end, fans patiently await what the gaming giants will next have in store for gamers.
Speculation on PS6 and next-gen Xbox consoles has already started to begun. If anything, fans have concluded that 120 FPS will still not become a standard, even with the next generation of consoles.
Why it matters: Many believe that hardware has reached a plateau in recent times, and without a major breakthrough, consoles will continue to lag behind PC.
Gamers Don’t Think 120 FPS Will Be The Standard For Next-Gen Consoles || Source: Resetera
From a new poll, 65% of people still don’t believe that the next-gen consoles will be able to handle 120 FPS. Many argue that the push for 60 FPS will continue, also taking into account the fact that not every console owner has a display that supports 120 Hz.
Sony and Microsoft marketed the PS5 and Xbox Series X consoles as supporting output up to 120 FPS and 4K resolution.
However, they can only do so across a handful of titles, such as indie releases or small-scale games. Moreover, 60 FPS on these consoles is only possible with the performance mode, which sacrifices visual fidelity and resolution scaling.
It also took three console generations to finally be able to run most games at 60 FPS. As such, the next breakthrough may still be a generation away.
While we’ve hit a hardware plateau, much of that can be attributed to the software side lagging behind. However, modern technologies, such as Frame-Gen and PSSR, are gradually evolving, easing the load on consoles and enabling improved performance.
The next-gen consoles are also expected to lean heavily on machine learning. It could significantly enhance performance even if we don’t see a dramatic leap in hardware, especially when accounting for inflation and taxes.
We may see 120 FPS become the new standard in the upcoming years, perhaps with the mid-gen refresh of next-generation consoles.
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.
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Fallout 1 was considered a real-time game, akin to Diablo.
The decision was eventually scrapped.
Lead Tim Cain hypothetically revealed how a real-time Fallout 1 could’ve been.
The Fallout franchise underwent significant changes before evolving into a third-person open-world RPG. Initially created by Tim Cain and developed by a small team at Interplay, the IP eventually found its way to Bethesda.
The first Fallout game was a turn-based RPG and a successor to the 1988 game Wasteland. Released in the same time frame as the original Diablo, its success inclined the studio to make Fallout 1 a real-time game, but eventually, it failed to do so.
Why it matters: Arguably one of the staple franchises in video game history, Fallout would’ve had a vastly different identity had it been a real-time game.
In his latest YouTube video, Tim Cain was asked what Fallout would’ve been like if it were a real-time title. The creator mentioned that developer Interplay approached him in 1996 and wanted Fallout to be a real-time game, similar to Diablo.
While Interplay was persistent in making Fallout 1 a real-time game, Cain was able to change their mind after revealing how much time and resources the project would require to pursue that path.
Tim Cain has expressed that he doesn’t believe Fallout would have worked well as a real-time game, even as a modern remake. However, he did hypothetically explore some ideas for such a version.
He said the potential game would have resembled Arcanum: Of Steamworks and Magick Obscura, which features real-time elements. However, diving deep into the actual gameplay, the entire system would have undergone a complete overhaul.
Cain would have dismantled action points completely, and attacks and agility points would have determined attack speed. Healing would occur over time, rather than instantly. Moreover, the bullet system would be a VATS-style system, and the entire perk system would have been redone.
On the flip side, Diablo was initially considered to be a turn-based game before eventually sticking to its identity as a real-time title. Fallout thrives as a turn-based game, and it’s great that Tim Cain stuck with his vision.
At Tech4Gamers, I contribute as a Senior News Reporter, combining my skills and gaming enthusiasm to keep our audience updated on the latest developments.
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PlayStation will reportedly offer full compatibility between the PS5 and the upcoming handheld.
Games with additional development will benefit from improved performance, but patches will not be mandatory.
The handheld is expected to run PS5 titles at lower resolution and frame rates.
A new PlayStation handheld has been rumored for the longest time, and a recent survey from the gaming giant has only added fuel to the fire. Reliable sources have also stated that this handheld will likely support PS5 games, albeit with some compromises.
Adding to the discussions, a prominent insider states that PlayStation will ensure out-of-the-box compatibility for all PS5 games on the handheld.
Why it matters: Barring the Nintendo Switch, current handhelds suffer from compatibility quirks that can prove problematic in various instances. As such, universal compatibility could give PlayStation a chance to break into the market.
PlayStation Handheld Compatible With PS5 Games Hinted By Kepler | Image via Neogaf
As per Kepler, PS5 games should ‘just work’ on the upcoming PlayStation handheld. This likely means that Sony is aiming to deliver a seamless console experience on the handheld, making it a breeze to play the PS5’s entire library.
The leaker states that no additional patches will be required to ensure compatibility across games, although performance will differ from title to title. This is where extra effort from the developers will shine, making patched games more suitable for the lower-end hardware.
Due to the out-of-the-box support, games with more extensive graphical settings are likely to perform better on the PlayStation handheld. According to Kepler, this compatibility will come as a result of shader binary compatibility between the two consoles.
The PS Vita Marked Sony’s Last Forray Into Portable Gaming
Previously, the leaker indicated that the handheld would require various resolution and frame rate compromises for PS5 titles. Therefore, PlayStation may also offer dedicated handheld presets for various games in the future.
As a Senior Hardware Reviewer at Tech4Gamers with over a decade of hands-on experience, I dive deep into benchmarking GPUs, CPU coolers, and motherboards, pushing hardware to its limits. Passionate about overclocking and fine-tuning performance.
In our RAM buying guide, we mentioned that the two most important specifications to look at are frequency and CAS latency. These are usually enough for casual gamers who just want a good memory kit to go with their CPU. But if you’re into memory tuning, there’s a lot more you should know—especially when it comes to RAM timings. In this guide, I’ll explain those timings so everything makes more sense.
RAM timings are split into three types in the BIOS: Primary, Secondary, and Tertiary. Each of these can affect performance in different ways. But keep in mind, that tweaking RAM timings doesn’t always lead to better results. Sometimes, you might push the settings too far and lose system stability without seeing much improvement.
So, let’s break down each type of RAM timing and see how they can impact your overclocking performance.
These timings are normally advertised everywhere on the marketing websites and even on the back of the packaging. Primary timings are crucial and can directly influence the response time and performance in games and software.
Configuring Primary Timings
CAS Latency (tCL)
The most important one, CL, measures how quickly the RAM can respond to a request for data from the CPU. It’s usually expressed as the number CL30-CL32, CL36, and so on. The lower the CAS Latency, the better the overall performance—usually, the CL scales are done with the DRAM voltages. The CAS latency, combined with the frequency, is also used to calculate the latency of a kit in nanoseconds, we’ve developed a RAM Latency Calculator for DDR5 kits, which you can use to calculate the latency of your RAM.
RAS to CAS delay (tRCD)
RAS (Row Access Strobe) to CAS (Column Access Strobe) Delay: This is the second most important timing. When the CPU requests data from the RAM, the memory needs to access the row (RAS) and then jump to the column (CAS). The lower the tRCD value is, the faster row-to-column switching is. It can also greatly influence the FPS in games. It also scales with the voltage, but it is much harder than tCL to find the sweet spot.
Row Precharge Time (tRP)
Row Pre Charge. As we have discussed the columns and rows in the tCL and tRCD, TRP controls how fast the memory can switch between the active rows.
RAS Active Time (tRAS)
It simply tells us how long a row must stay open before it can be closed. It’s the fourth most important timing, but it is less impactful on FPS; usually, tRAPS numbers are calculated (tRCD + tRP). It is important to tune the tRCD and tRP to find the sweet spot for the tRAS.
Secondary Timings (Moderate Performance Impact)
The secondary timings are also advertised on the marketing pages alongside the primary timings; they’re called secondary timings because, as the name suggests, they’re the second most important timings and not as impactful as the primary timings.
Configuring Secondary Timings
Write Recovery Time (tWR)
It usually favors the productivity workload. When the data is written to the row, the memory takes some time to finalize the operation before it closes and then jumps to the next row.
Refresh Cycle Time (tRFC)
tRFC is a very important timing in the secondary timings and is always tuned when we’re tuning the memory. It controls how often RAM refreshes the data. It is also very dependent on the DRAM temperatures overall. Lower tRFC values are beneficial and can scale well with VSOC voltage on the AMD platform. tRFC is calculated using this formula tRFC (cycles) ÷ (MHz ÷ 2) × 1000 = ns
RAS to RAS Delay Long (tRDD_L) & RAS to RAS Delay Short (tRDD_S)
These timings are very close to each other. They also do the same thing but with different purposes. tRDD_L and tRDD_s control how fast your memory can switch between accessing rows in the same bank. This timing is often overlooked by the overclockers.
Read to Precharge (tRTP)
tRTP determines how quickly the memory can close an active row. This timing works in conjunction with the tRCD (Row-to-column) delay. In many cases, tRTP is half of tRCD. The lower tRTP values can cycle through rows more quickly. This timing is also linked with the tWR (Write Recovery Time). The rule of thumb is to keep the two 2x as tRTP.
Four Active Window (tFAW)
It is one of the important secondary timings. tFAW controls how many row activations can occur within a specific period. However, only a maximum of four activate commands can be done due to certain limitations. For example, if the tFAW is set to 40, the latency of four active windows would be 24ns, and if the tFAW is 16, the activation cycle would be 10ns. tFAW often works best when coupled with tRRD; the tFAW should be 4x of the tRRD; if the tRRD is 16, the tFAW must be 4.
CAS Write Latency (tCWL)
CAS write latency is very similar to tCL (CAS Latency). CL is the delay in how quickly the CPU can read the data, and CWL (CAS Write Latency) is how quickly it can write the information from the CPU.
Tertiary Timings: (Almost No Impact, But Stability)
Configuring Tertiary Timings
Tertiary timings are not commonly advertised in marketing packages or even in the packaging of your memory kits. However, Tertiary timings could be dynamic and greatly vary on the motherboard or CPU IMC; when you install the memory in your PC, the boards automatically adjust the tertiary timings during the memory training. The tertiary timings don’t affect the performance, but they can ensure your platform’s stability when overclocking your memory.
Refresh Interval (tREFI)
tREFI is one of the critical timing, and it also interacts with the tRFC (Refresh Cycle Time); tREFI is the average interval between the refresh commands; once the refresh command is issued, there is a delay before the following command is issued. tREFI s can significantly improve the performance in games and reduce latency reduction. However, It is also very temperature-dependent on the memory.
Clock Enable Time (tCKE)
tCKE is often overlooked by the tuners; the basic definition of tCKE is how quickly it can transition from the memory sleep state to the active memory operations. It determines how many clock cycles are required, from sleep mode to wake-up time. However, it is also one of the power-saving timings for the ram-modules; if you set the tCKE to 1, it will turn off the power states of your memory, and tCKE to 0 is automatic.
Read to Read Delay (tRDRD)
It’s a delay between how quickly your RAM can switch between read operations. It can be optimized with tFAW and tRRDL to enhance the random read operations.
Read to Write Delay (tRDWR)
It’s a delay between how quickly your RAM can switch between reading to writing operations.
Write to Read Delay (tWRRD)
It’s a delay between how quickly your RAM can switch between writing to read operations.
Write to Write Delay (tWRWR)
tWRWR governs how quickly your RAM can perform consecutive write operations.
Final Thoughts
Just remember: not every timing tweak will result in better performance. In fact, going too aggressive can lead to crashes, instability, or zero real-world gains. Always test your system thoroughly after any change, and don’t forget that stability matters more than a few extra benchmark points.
If you’re new to memory tuning, start with the primary timings and work your way down. And if you ever feel overwhelmed—it’s okay. For most users, sticking with XMP/EXPO profiles gives more than enough performance.
At Tech4Gamers, I contribute as a Senior News Reporter, combining my skills and gaming enthusiasm to keep our audience updated on the latest developments.
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The Elder Scrolls Oblivion Remastered has been developed quite carefully by Virtuos.
This project has been made to evoke nostalgic feelings without the dated quirks of the RPG.
The team aims to mirror how gamers felt when playing the game as opposed to the actual gameplay of the original RPG.
The Elder Scrolls Oblivion Remastered is official and will be revealed later today. Fans have already received a small glimpse at the project over the last week, but many have expressed skepticism over Virtuos’ take on the game’s art direction.
Fortunately, a few additional details regarding the project have emerged ahead of the official reveal. Virtuos states that recreating the feeling of nostalgia is its biggest focus with the project, something that fans will likely be glad to learn.
Why it matters: Virtuos’ approach to this remaster appears to have struck the perfect balance between keeping the original structure of an iconic title and modernizing it.
The Oblivion Remaster Will Likely Be Released Immediately After Its Reveal
According to design director Nicolas Roginski, the team mainly aims to capture the nostalgia of games when working on a re-release. This is important since players tend to look back on their favorites with rose-tinted glasses.
Essentially, Virtuos intends to match the experience that fans recall as opposed to the core experience that the game offers. The approach can be particularly helpful for games like Elder Scrolls Oblivion, which may seem dated by today’s standards.
To produce a quality remake, we aim at recreating the ‘feeling of memory,’ not the actual memory.
-Nicolas Roginski
This approach entails adhering to the game’s original vision while making necessary improvements to uplift the entire experience.
Virtuos’ Oblivion Project Is Expected To Be More Than Just A Typical Remaster
It is important to note that these comments were made before The Elder Scrolls Oblivion Remastered was officially known, but given the scale of the project, they are likely referencing this very title.
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] GAMEMAX has launched the BLADE CONCEPT, a flagship ATX gaming chassis built for high-end setups. With a lion-inspired design and open-frame layout, it combines a bold design with practical features.
The claw-style front panel uses high-strength nylon weave and metal for durability and airflow. RGB lighting highlights the sharp contours, giving the chassis a standout look in dark environments.
The front also acts as an effective dust filter, keeping internals clean during long gaming sessions. Built using CNC machining and laser cutting, the all-metal frame ensures solid structure and precision detailing.
A swappable I/O panel comes installed on the left but can be moved to the right. It features dual USB 3.1 ports and a Type-C Gen2 port.
The BLADE CONCEPT supports ATX motherboards and includes a PCIe 4.0 riser for vertical GPU mounting. With room for up to 360mm radiators, it’s ideal for custom liquid cooling systems. The spacious interior supports large components without airflow issues.
The chassis is priced at $240.99 and will be available through official GAMEMAX channels. Check out the official product page for more information.
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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Sony has published a new patent that wants to nerf or buff players based on the platforms they use while playing multiplayer games.
A player with outstanding skills can also have their movement or other gameplay mechanics nerfed to make it a fair experience.
Likewise, a player with a platform disadvantage may be given a boost to compete with others on a similar playing field.
Making multiplayer games fair for everyone has always been challenging for studios, as factors such as platforms, skill levels, and internet connections can significantly impact gameplay. However, Sony might have found a unique and controversial solution to this dilemma.
We’ve stumbled upon a new Sony patent that aims to ensure everyone enjoys a multiplayer title on a level playing field. To achieve that, the company can nerf players with a platform advantage or outstanding skills over others and vice versa.
On a similar note, players with a platform disadvantage or inferior skills compared to the average gamer can be adjusted to provide a fair experience during gameplay.
In particular, a technical solution is implemented to reduce and/or remove advantages or disadvantages experienced in a game play of a video game created through cross platform play by players in a gaming session.
Why it matters: Sony’s new patent aims to create a fair multiplayer gaming experience for everyone. However, buffing or nerfing certain players because of their skill levels or platforms during gameplay might backfire.
The image illustrates a flow diagram for providing cross-platform augmentation or assistance during a player’s gameplay.
The patent, dubbed ‘CROSS-PLATFORM PLAY WITH REAL-TIME AUGMENTATION FOR MAINTAINING AN EVEN PLAYING FIELD BETWEEN PLAYERS,’ clarifies that a player may have a technical advantage over others based on their platform.
For example, a PS5 user enjoying a cross-platform game with a controller can move much better than a mobile player with touch inputs. So, Sony may nerf the console user by giving them a slower movement speed to help mobile gamers have a fair experience.
Similarly, a highly skilled gamer with faster reactions and better accuracy can be nerfed to match the average skill level in the lobby.
When players are playing a video game in a multi-player mode, players playing on devices of one platform may have an advantage or disadvantage when interacting with the video game over players playing on devices of another platform.
The image illustrates an implementation of adaptive assistance for players engaging in a game across various platforms.
According to the patent, these changes can occur in real-time using AI during gameplay to ensure that multiplayer matches are fair and engaging for every player. Nerfing skilled players or those on other platforms is a controversial move, so how Sony handles it remains to be seen.
Do you think Sony will add this system in the future to nerf or buff players in multiplayer games based on their skills and platforms? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.
At Tech4Gamers, I contribute as a Senior News Reporter, combining my skills and gaming enthusiasm to keep our audience updated on the latest developments.
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We found a new job listing that indicates MachineGames is working on Wolfenstein 3, following the release of Indiana Jones.
The team is looking to hire a Senior Gameplay Animator with experience animating robots and immersive first-person games.
MachineGames previously teased that it was working on multiple projects.
MachineGames recently wrapped up work on Indiana Jones and the Great Circle’s PS5 port after finding plenty of critical acclaim for its latest first-person game. Indiana Jones and the Great Circle has even impressed Xbox boss Phil Spencer, setting the stage for future sequels.
However, the team is also rumored to be working on other projects. Although little is known about MachineGames’ future, we have found a new job listing for a Senior Gameplay Animator that suggests the team is working on Wolfenstein 3.
Why it matters: The Wolfenstein IP came to an abrupt halt after Wolfenstein: Youngblood failed to impress players and critics. Several years later, demand for a new game is much more prominent.
MachineGames Job Listing For Senior Gameplay Animator
According to the preferred skills section of this job listing, MachineGames is seeking to hire someone already familiar with its titles. Moreover, the studio requests experience in animating creatures and robots, a major indication that Wolfenstein 3 is in development.
Experience in animating creatures, animals, robots, and other non-human characters.
-MachineGames Job Listing
For those familiar with the franchise, robots and creatures play a major role in the story, particularly in the form of important boss battles. The same job listing also suggests that MachineGames is looking to create an immersive first-person adventure, a fitting description for Wolfenstein’s single-player outings.
All things considered, the evidence above suggests that the team is at least considering a new game in the franchise. The job listing states that the new employee will be involved in both current and future productions, so at the very least, Wolfenstein 3 seems to be on the table.
Fans Want To See More of This IP
Rumors also suggest that the team is working on a new Quake title. Still, this particular job listing lends itself better to the more traditional immersive single-player nature of Wolfenstein’s recent titles. Perhaps both games are in the works, as suggested by MachineGames’ teaser of multiple projects.