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This Is Really Not A Good Time To Buy Graphics Cards

With Black Friday and Cyber Monday sales season finally over and winter Holidays right around the corner, you might think gamers are spending top-dollar on upgrading their setups with better GPUs. After all, that has always been the trend, but things are looking differently this year, as GPU sales are down by 8% in Q3 2024 compared to last year.

To be fair, if any of my friends came to me asking for a graphics card recommendation these days, I would also suggest holding off the purchase, after all, the current graphics cards are at the end of their lifecycle, so it is really not a good idea to spend such a big amount of money on a GPU that’ll be considered last-gen in a month or two.

NVIDIA’s Next-Gen Flagships Are Not Too Far

CES 2025 is set to take off on 7th January, so it is less than a month away, and this time, it is very likely that both NVIDIA and AMD will announce their next-gen graphics card. In fact, NVIDIA’s CEO, Jensen Huang, will deliver a keynote at CES 2025, which makes the possibility of an RTX 50-series announcement very real.

It appears NVIDIA will seemingly start from the RTX 5090 announcement and may also show us its RTX 5080 and 5070. Based on previous years, these cards will likely be released by the end of February. After that, we can expect more info on the RTX 5070 and similar cards, like the RTX 5060, down the lane. This means that the first couple of months of 2025 are going to be all about the colossally large flagship RTX 50 series GPUs, their performance jumps, and of course, the power requirements.

As such, if you’ve been eyeing a 4K graphics card, like the RTX 4080 Super or the RTX 4090, I would highly recommend waiting for just a few more months. If all goes well with shipments and there are no scalping problems, as we saw after the release of RTX 4090, there is no reason not to go for these cards.

AMD Also Expected To Announce RDNA 4 At CES 2025

AMD has been rumored for months to be preparing the launch of its next-gen RDNA 4 GPUs, with announcements expected in early 2025. Reports suggest the Navi 48 GPUs could debut at CES, followed by the Navi 44 GPUs in Q2. It seems AMD will focus on mid-range cards like with the RX 80-series, likely stepping away from high-end models. This shift makes sense, as the RX 7800 XT has proven to be a strong option for 1440p gaming, while the flagship RX 7900 XTX just couldn’t find its position.

AMD RDNA GPU Lineup
AMD RDNA GPU Lineup

With that said, if you’re looking for a 1440p or even a 4K gaming card with upscaling, it might be worth waiting for AMD’s RDNA 4 GPUs. Right now, you’ve got options like NVIDIA’s SUPER cards—such as the 4070 (or Ti) SUPER—or AMD’s RX 7800 XT and RX 7900 XT. However, if AMD gets the RX 80-series right, it could easily secure a top spot among the best graphics cards for 1440p gaming.

Intel Is Also Gearing Up For Budget Gaming

Earlier this month, Intel announced its upcoming Battlemage graphics cards, the Arc B570 and B580. The B580 should be hitting the shelves in a couple of days, with the B570 set to arrive in mid-January. While we are yet to review them, their on-paper specifications, Intel’s test results, and leaked benchmarks appear to be very promising

Since the B580 is right around the corner, most of the spotlight is on it, and the card offers 12 GB of GDDR6 VRAM at a $219 MSRP, completely undercutting both AMD’s RX 7600 and NVIDIA’s RTX 4060. 

Intel is positioning the B580 as a budget-friendly 1440p card, which also makes it a solid choice for competitive 1080p gaming. If you’re looking for an affordable low-end graphics card that handles 1080p with ease and can even tackle 1440p, it might be worth waiting to see how the B580 performs in reviews. 

Getting Into The Numbers

All of this points to one thing: whether you’re after a 4K flagship card, a mid-range 1440p option, or even an affordable 1080p GPU, there are big releases lined up from all three GPU manufacturers in the next couple of months, making it a very bad time to go GPU-shopping at the moment.

NVIDIA, AMD and Intel GPU Market Share As of Q3-2024
NVIDIA, AMD and Intel GPU Market Share As of Q3-2024

People realize this, and that’s why there has been a significant decline in overall GPU sales in Q4 2024. The numbers paint a pretty clear picture—GPU sales have taken a big hit this year. As per data from Jon Peddie Research, in Q3 2024, shipments were down 7.9% compared to the same time last year. It gets worse when you look at the previous quarter, with sales dropping a steep 14.5%. That’s a huge dip, especially during a time of year when people usually upgrade their PCs before the holidays

AMD Must Get Aggressive For Survival

Apart from the overall decline in GPU sales, things are looking extra bad for Team Red. Once a strong player in the GPU market, AMD is now down to just 10% market share—a record low. After years of losing ground to NVIDIA, AMD needs a big win, and its upcoming RDNA 4 GPUs could be the company’s best shot at making a comeback.

The pressure is on. If AMD doesn’t get this launch right, it could fall even further behind and risk becoming irrelevant in the GPU world. That’s bad news for everyone because less competition means fewer choices and higher prices for gamers. To stay in the game, AMD has to step up and deliver something impressive. 

All things considered, whether AMD matches Intel’s strategy in pricing its low-end graphics card or not is something that remains to be seen, but as of now, this is certainly not a great time to shop for a new graphics card.

War Thunder Will Not Receive A Sequel, Producer Confirms

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  • War Thunder, released over a decade ago, is continuing to evolve as its fandom is growing. 
  • We recently interviewed its producer, who revealed that the game will never receive a sequel.
  • He said that it does not make sense to make the players download War Thunder 2 and make them drop all the existing items they have collected. 

War Thunder was released in 2013 and is still going strong due to its unique vehicular combat approach. The game has a mostly positive rating on Steam, so the majority enjoy it. 

However, fans might have wondered whether the game would receive a reboot or a sequel like Overwatch 2. We recently interviewed the game’s producer, who revealed that the title will not receive a sequel.

Why it matters: Live Service titles can work for years with regular updates, so fans can go on without being bored and longing for sequels.

War Thunder Image 2
War Thunder Is Still Performing Really Well Despite Being Released Over A Decade Ago

In an interview with Tech4Gamers, the producer of War Thunder, Vyacheslav Bulannikov, revealed that there is no sense in dropping a sequel for a live service game that is already working so well, which totally makes sense. 

There is no sense in dropping the existing user base with all the in-game they unlocked and making the players download War Thunder 2 and start from scratch.

-Vyacheslav Bulannikov

Bulannikov then further revealed that the title will continue to evolve, and they plan to follow this approach as long as the players are with them. Given that it has been over a decade since the famous vehicular combat title was released the fandom is still enjoying it.

So, the producer’s comments make total sense and seem pretty reasonable. This shows that there isn’t going to be a sequel to War Thunder, but the developer is committed to evolving the game for its fans. 

That said, what do you think about War Thunder never receiving a sequel? Do you think sequels for live service titles should be released? Let us know your thoughts in the comments section below, or join the discussion at the official Tech4Gamers forums.

“There Is No Sense In Releasing Sequel For A Live-Service Game”, Says Dev

Story Highlight
  • A live-service title can run for years if the developer releases rich content regularly.
  • That said, some developers have released a sequel to their live service games.
  • The War Thunder producer thinks it is ‘dubious’ to think that a live service needs a sequel if fans are enjoying it. 

Live-service games can perform well for years if they receive constant updates from the developer. So, it might not make a lot of sense for such games to receive sequels. However, sequels have been released for games like Overwatch, and while they received a lot of backlash, they didn’t actually fail.

While some may think releasing a sequel for a live service game is fine, many think it is not, and War Thunder producer is among the latter. We recently interviewed him, and he said that releasing a sequel for such games makes no sense

Why it matters: Live-service titles can be viable even after a decade, just like War Thunder, released in 2013 and still going strong. 

War Thunder Image
Live-Service Titles Can Work For Years If Done Right

In a recent interview with Tech4Gamers, Vyacheslav Bulannikov, the producer of War Thunder, shed light on how it is meaningless for live-service titles to receive sequels.  

There is no sense to release a sequel to a service that works. That’s why Apple has not released App Store 2.0, and Netflix has not released Netflix 2.0.

-Vyacheslav Bulannikov

He then stated that companies continuously improve their services, so there is no point in a sequel. It is about adding new hardware support and releasing updates to add new features to keep the fandom engaged. 

A “2.0” release for a service is usually a reboot, and rebooting means that the company is trying to get lapsed users back or attract a completely new audience.

He then discussed how this decision can be interpreted as an indirect acknowledgement that ‘the old service was a failure.’ While this seems a little harsh, Bulannikov has made some interesting and valid points

He thinks that it is not a good idea to release a sequel for a live-service game when it is already loved and supported by the fandom. 

What do you think about the producer’s take on sequels relating to live-service titles? Do you agree with this take? Let us know your thoughts in the comments section, or join the discussion at the Tech4Gamers official forums

PSSR Is On Par With DLSS And XeSS, Says War Thunder Dev

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  • Sony introduced a completely new AI upscaling technology with its latest mid-gen refresh. 
  • Many initially praised the technology, but it became controversial because it caused graphical glitches in many games.
  • That said, the War Thunder producer revealed that even in the initial stage, it is as good as the DLSS and XeSS.

Sony recently released its controversial PlayStation 5 Pro with a new technology known as PSSR. The technology’s hype was increased a lot before its release, with many tech experts claiming that it is better than AMD’s FSR. 

However, shortly after many games received a patch for the pro console, the PSSR started causing problems. Many concluded that the technology is still in beta as it has been causing way too many graphics issues in the patched games.

That said, the developers have had a positive experience with it. We recently interviewed the War Thunder producer, and he said that the technology is on par with DLSS and XeSS.

Why it matters: Sony debuted its in-house technology with the PS5 Pro, which received much praise but has now become a lot more controversial

PSSR
PSSR Needs A Lot of Improvements

In a recent interview with Tech4Gamers, War Thunder producer Vyacheslav Bulannikov revealed that during development and playtesting, the PSSR was found to be on par with the popular DLSS and XeSS.

During development and playtesting, we found PSSR to be on par with DLSS and XeSS.

– Vyacheslav Bulannikov

It should be noted that this was Sony’s first AI upscaling technology so it is great to see it going toe-to-toe with the technology of Nvidia.

The producer also finds it quite interesting that the first version of Sony’s upscaling technology has managed to go against other mature options in the market.

These technologies are constantly improving, so I find it impressive that the first version of PSSR is already head-to-head with other, more mature solutions.

Many have already considered Sony’s tech to be in beta, so it is bound to get way better. However, this will increase competition and motivate AMD and Nvidia to work even harder to boost their AI technologies. 

The competition in this market is going to get even more intense, which is ultimately a good thing for gamers. 

What do you think of the producer’s comments regarding Sony’s new AI upscaling tech? Do you think the PSSR is as good as Nvidia’s DLSS? Let us know your thoughts in the comments section below, or join the official Tech4Gamers forums for discussion.

War Thunder Interview – The Evolution Continues Even After A Decade

Story Highlight
  • War Thunder, released in 2013, is still going strong due to its unique vehicular combat approach. 
  • We recently interviewed the game’s producer, Vyacheslav Bulannikov, and learned various things.
  • He revealed that there are no plans for a sequel as the developer is just focusing on evolving the game even after over a decade. 

War Thunder is a free-to-play vehicular combat game which, of course, features a multiplayer. While, of course, the game isn’t perfect, it features great multiplayer elements that complement its main setting. 

Its vehicular combat has also faced a lot of praise from the fans, and rightfully so, given it has been evolving for over a decade now. We recently had the honour to interview Vyacheslav Bulannikov, the producer of War Thunder.

Bulannikov revealed quite a bit of information about the game and talked about how it is going to evolve even after such a long tenure, which is music to the ears of the War Thunder fans. The producer also discussed whether there will be a sequel to the game and shared his thoughts on the latest PlayStation 5 Pro.

war-thunder-battle-pass-system
War Thunder Is Over A Decade Old Game
War Thunder is one of those entries that has continued to evolve over the decade; what unique updates or features can the players expect to see in the next five years?

Vyacheslav Bulannikov: We usually do not announce features or content that much in advance because of our approach to game development. We constantly try out new ideas and experiment with features internally first and announce them only when they’re almost ready and we see that they might really make the game better. This helps to avoid giving false promises.

This does not stop our players from making good educated guesses. Obviously, War Thunder is destined to get more real-world military vehicles and whole new tech trees; it’s only a question of timing. New vehicles would allow us to simulate new military technologies, including the most advanced ones (a good example is the stealth tech that we brought in the latest update). So you can explore the list of all existing military hardware that is not yet a part of War Thunder and try to guess what will be coming next.

The War Thunder game community is infamous for leaking classified military documents in the past. How did the developers deal with the backlash that followed those incidents? What measures have been taken to prevent such issues from happening again?

Vyacheslav Bulannikov: We’ve reworked our moderation system to make sure that we’ll delete all documents like this as fast as possible. We’ve also alerted our players again and again that these leaks are both illegal and pointless, as we’ll never do anything based on files like this. We won’t even look at them.

The MMO military game explores early 20th-century warfare to the most modern of units. Have the devs ever thought about going the sci-fi route with War Thunder in one of the future updates?

Vyacheslav Bulannikov: No, there won’t be any sci-fi in core War Thunder modes. We still have literally thousands of realistic military vehicles and other military hardware to add to War Thunder, and that’s how we’re going to expand the game. We had some time-limited special events with sci-fi tech, though, and even more are planned. This approach allows us to create fun new experiences without compromising the core game spirit.

My biggest gripe with War Thunder as a new player was the absence of infantry. Many others have also wondered whether Infantry will ever be added in the future; are there any future plans to add an FPS or squad-based infantry gameplay?

Vyacheslav Bulannikov: We’ve answered this question many times, as obviously, some vehicles could be more efficient on the battlefields with infantry present. Speaking hypothetically, adding infantry would require a lot of changes to the game. We’ll have to introduce completely new missions, new maps, and new gameplay (i.e., a new approach to repairing the damaged vehicles in the field and how the capture points work)… S,o for now War Thunder is a vehicular combat game only. Those who would like to try a realistic military action game involving tanks, aircraft, and infantry on the same battlefield are welcome to download Enlisted, which we have also published.

Last year, there were a lot of complaints from players, especially those who make in-game purchases, that there was still a lot of grind despite the added bonuses from purchases. How did you tackle that problem? And has that situation affected how you monitor player satisfaction while adding newer content?

Vyacheslav Bulannikov: Our game gradually grows bigger and bigger, with dozens of new vehicles being added with each update. So, the overall amount of grinding required to unlock all content will grow as well. We tackle this by periodically revising the amount of research points needed to unlock the vehicles to make sure that the overall grinding stays more or less the same.

Last year, we were late with this revision process, as well as with revising other game elements that needed changes after we added so many new vehicles and gameplay mechanics lately. That’s why we got a lot of complaints from the players. We gathered a lot of feedback, studied it, and created a special roadmap addressing the issues brought to us by the players, including the progression speed. For example, we changed the tech trees structure, allowing the players to skip some vehicles, reduced the research point cost of the most advanced aircraft, provided more research point bonuses, etc.

We’ve also made a lot of internal changes in our community department that are targeted at improving our communication with the players.

The stealth aircrafts are going to be added for the first time in November's Firebirds update. How will its stealth tech change the gameplay both for the player controlling it and the opposition? What are some of the effective strategies to counter these aircrafts?

Vyacheslav Bulannikov: Stealth does not make an aircraft invincible, and real-world engagements have proved that already. F-117 has a significantly smaller IR and radar signature compared to other bombers of that size, but at close distances, it’s still possible to lock into it.

Are there any plans to work on an official War Thunder sequel in the future, or has the studio planned to continue evolving the current title for the next decade?

Vyacheslav Bulannikov: There is no sense in dropping the existing user base with all the in-game they unlocked and making the players download War Thunder 2 and start from scratch. War Thunder is constantly evolving, and we plan to continue this approach as long as our players stay with us.

On the subject of sequels, a major publisher recently said that live-service sequels almost never succeed. Do you agree with this thought process?

Vyacheslav Bulannikov: There is no sense to release a sequel to a service that works. That’s why Apple has not released App Store 2.0, and Netflix has not released Netflix 2.0. Companies continuously work on making their service better instead. They add new hardware support and release updates that add new features but continue to support existing core experience.

A “2.0” release for a service is usually a reboot, and rebooting means that the company is trying to get lapsed users back or attract a completely new audience. This decision could be interpreted as an indirect acknowledgment of the fact that the old service was a failure and/or won’t be supported anymore. It’s obviously not a good idea when the service is loved and supported by the existing fans.

A “service sequel” even sounds dubious.

You've confirmed that War Thunder will receive graphical enhancements for the PS5 Pro. Can you comment on specific improvements that will show on this console?

Vyacheslav Bulannikov: We’re still working on some of the improvements, but we already added the opportunity to play the game at 4K@120FPS.

Speaking of the PS5 Pro, what are your thoughts on the console? What do you think about Sony's proprietary PSSR technology?

Vyacheslav Bulannikov: During development and playtesting, we found PSSR to be on par with DLSS and XeSS. These technologies are constantly improving, so I find it impressive that the first version of PSSR is already head-to-head with other, more mature solutions.

From a developer's perspective, how much extra time does the team need when optimizing for a mid-gen refresh like the PS5 Pro? Do the pros of such a refresh outweigh the cons for a studio?

Vyacheslav Bulannikov: We have a separate team of engineers from the Dagor Engine team responsible for the task, so it does not draw resources from the core War Thunder team that is working on our core content updates. We usually love to be among the first in the world to implement the latest technologies or support new platforms, as it improves player satisfaction, generates more visibility for the game and gives us more experience in working with the new technologies that we can use when creating new games.

You previously touched upon the subject of a Nintendo Switch port for War Thunder. Do you still intend to bring the game to Nintendo hardware? Perhaps fans can expect the game on Nintendo's rumored Switch successor?

Vyacheslav Bulannikov: We do not have anything to announce at the moment, but we’re always eager to support new hardware and bring War Thunder experience to new platforms.

As a team that has been in the free-to-play market for many years, what are your thoughts on the way this genre of gaming has evolved? Since you've introduced Battle Passes yourself, what do you think about this aspect of free-to-play titles in particular?

Vyacheslav Bulannikov: Free-to-play made huge content-rich and widely popular titles like War Thunder possible. The majority of our players do not pay anything but still enjoy the game and are an important part of our community. Obviously, not every game works well as a free-to-play game-as-as-service. Moreover, there is no unified “free-to-play” model that is used similarly by all the games on the market: Counter-Strike, Fortnite, Genshin Impact, League of Legends, and Raid: Shadow Legends are all using very different approaches and have their own reasons for that. So, it’s not a good idea to generalize.

Battle Passes is a good system that allows both paying and non-paying users to get new content regularly by playing the game. Obviously, each online game has to secure a predictable source of steady revenue to support its continued development. Battle Passes usually work well and are well received by the players of free-to-play games.

The game’s massive fans would be delighted to know that the developer is aiming to evolve War Thunder even more. There is no plan for a sequel, and there might never be, as the developer has given pretty good reasons for not releasing sequels for a live service free-to-play title.

That said, Vyacheslav Bulannikov has emphasized the focus on continuing to evolve the title so fans have nothing to worry about.

Indiana Jones To Arrive On PS5 After Xbox Players Enjoy A ‘Great Experience’

Story Highlight
  • Indiana Jones is set to arrive on PS5 after Xbox players enjoy a ‘great experience’ first.
  • The gap between the Xbox and the PlayStation release is mostly a production decision.
  • A past report has suggested a spring 2025 PS5 launch window.

Indiana Jones and the Great Circle made people doubtful before, but on release, it was mostly received with open arms by both the skeptics and the fans of the series, with players finding the gameplay loop surprisingly good. However, only the PC and Xbox players have been eating well, as the developers have not landed the title on PS5 yet.

Xbox Studios boss Matt Booty clarified why Indiana Jones did not arrive on PS5 during launch, claiming that Xbox wanted its players to enjoy a ‘great experience’ first.

Why it matters: Matt Booty’s remarks suggest that Xbox execs want their players to enjoy the Indiana Jones experience before third-party platforms can get a piece.

Indiana Jones and the Great Circle
Indiana Jones and the Great Circle has stood out as one of the most surprising successes of this year.

In an interview with Variety, Matt said every Xbox studio adopts the multiplatform strategy differently. For Indiana Jones, the extra time taken for PS5’s launch has been designed to ensure a great Xbox release experience

We want to make sure there’s a great experience for our Xbox players.

Matt Booty further clarified that releasing some Xbox exclusives on other platforms does not exactly mean that all of them will follow suit. So, the multiplatform strategy will rely on a game-by-game basis.

Indiana Jones and the Great Circle
The new Indiana Jones game offers a lot of explorable open-world hubs with satisfying gameplay.

Previously, it was revealed that the game will arrive for PS5 in spring 2025.

Do you think PS5 players are missing out by not having the Indiana Jones game launch sooner? Let us know your thoughts in the comments below, or join the discussion on the official Tech4Gamers forum.

Intel Arc B580 On Average Is 10% Faster Than Arc A770 In New Leaked Video

Story Highlight
  • A functional driver for the Intel Arc B580 Challenger graphics card was leaked ahead of the official review embargo.
  • In gaming tests, the Intel Arc B580 outperformed the Arc A770, generating 10-12 more FPS on average.
  • Intel’s new graphics software offers tuning options, including voltage, power limits, fan profiles, and memory speed adjustments.

It looks like someone was able to get their hands on a functional driver earlier, even though the official review embargo is only hours away. In addition to obtaining a sample Arc B580 Challenger from ASRock, RawiioliExtras was able to locate a functional driver.

Why it matters: The Intel Arc B580 Challenger driver leak gives consumers an early look at the card’s performance before its official release.

Intel’s new Battlemage option was first shown to us in a three-hour live stream. During his live stream, RawiioliExtras analyzed two cards, including the Arc A770 and B580, covering all aspects.

The leaker has made two separate scores for 3DMark Steel Nomad available: one with overclocking enabled and one with factory settings. On stock settings, Intel B580 achieved a score of 2,993 points, which was improved later on with a manual overclock, scoring 3,090 points.

Other tests included PCIe Express bandwidth testing, Tomb Raider, and several video encoding tests. However, when it comes to gaming the new Intel B580 was able to generate an additional 10-12 frames over the Arc A770 in the same scene.

Intel Arc B580 Performance Leaks
First look at Intel’s new graphic software.

Additionally, we got our first glimpse at the new graphics software, which replaces the Arc software, and its new tuning options, such as the ability to modify the voltage-frequency curve. Voltage, power limitations, fan profiles, and even memory speeds.

In the meantime we would still advise to wait for actual results from independent reviewers. This should give us more insight into how the new Intel Battlemage options perform against the competition.

Do you think Intel’s new GPUs are good budget options? Drop your thoughts in the comment section below.

Mafia: The Old Country Trailer Leaks Online, Reveals Summer 2025 Release Window

Story Highlight
  • A snippet of the Mafia: The Old Country trailer has now leaked online via a YouTube advertisement.
  • The trailer has revealed a summer 2025 release window for the game, aligning with the previous rumors.
  • The full trailer will be shown at The Game Awards 2024.

Mafia: The Old Country is one of the most anticipated open-world games that will be released next year. The franchise’s fans are highly excited to play a Mafia prequel that returns to what made the first game so great.

And now, a massive trailer leak has revealed that we will soon get to experience the chronicles of the Italian underworld.

A snippet of the game’s trailer has now leaked online, confirming the summer 2025 release window. The trailer showcases some of the cinematic scenes and characters we may encounter in the title.

Why it matters: The leak has revealed the game’s official release window, which confirms that we will get to play the game this coming summer. The full trailer footage will be revealed during the TGA 2024 event.

A snippet of the Mafia The Old Country trailer has now leaked online on YouTube, revealing Summer 2025 release window.
A snippet of the Mafia: The Old Country trailer has now leaked online on YouTube, revealing a Summer 2025 release window.

As leaked by Twitter user @DJari2020, the Mafia 4 trailer snippet has appeared on YouTube as an untimely ad since this morning. Previously, it was officially confirmed to make an appearance in the upcoming TGA 2024 show.

The trailer does not unfortunately feature any sequences of gameplay. However, from what little we know, Mafia: The Old Country will be more of a linear story compared to Mafia 3’s open world. 

Mafia: The Old Country features a gritty mob story set in the brutal underworld of 1900s Sicily.
Mafia: The Old Country features a gritty mob story set in the brutal underworld of 1900s Sicily.

Many fans are also concerned that the game’s summer 2025 launch could cause it to be overshadowed by GTA 6, which is expected to launch during the fall of 2025.

Do you think Mafia: The Old Country will prove to be an exciting return to the popular open-world franchise, or will it be outshined by GTA 6 entirely? Let us know your thoughts in the comments below, or join the discussion on the official Tech4Gamers forum.

Akko MU01 Wooden Keyboard Review: Scented Thocks!

Akko is a household name in the world of keyboards at this point. What started as a little company out of China in 2016 has now become synonymous with the word ‘custom keyboard’ and today we’re taking a look at one of their newest entries: the MU01.

We know Akko has always been focused on the budget side of things while expanding cautiously into the midrange with their Mongseek lineup, which is what makes this board so exciting. It sits somewhere in the middle of those two worlds, it’s not the most affordable and not the most expensive yet it looks that much more exciting than everything else on the market.

Why Trust Tech4Gamers
  • Huzaifa Haroon is our keyboard expert with years of experience in building and testing custom keyboards.
  • 130+ peripherals tested and reviewed by our team of hardware experts (Tech4Gamers Team).
  • 500+ hours spent testing different peripherals for our reviews.
  • Objective testing criteria (See how we test peripherals).

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 Akko MU01 is a unique keyboard made out of wood that perfectly blends novelty with functionality giving you both a good typing experience and a beautiful design to look at.
  • Buy the Akko MU01 if you’re bored of the status quo but still want something that nails the fundamentals.
  • Avoid the Akko MU01 if you don’t care for the wooden aesthetic as you can save a lot of money going with something more bog-standard.

Specification Details
Switch Options Akko Piano Pro / Akko Rosewood
Connection Modes Wired (USB-C), Bluetooth 5.0, and Wireless (2.4GHz)
Hot-Swappable Yes, 5-pin south-facing sockets
Key Rollover N-Key Rollover supported
Macro Support Akko Macro V1.0
Backlighting Per-key RGB
Case Material Walnut wood
Keycaps PBT material, MOA profile, dye-sub legends
Dimensions 327 x 125.3 x 36.7 mm
Weight ~850g
Additional Features Winlock key, 5-layer sound dampening system (PET and Poron foam)
[toc]

What Makes the MU01 Stand Out

In a world of keyboards commonly made out of plastic, the MU01 dares to do something different. Now that even metal is getting more and more accessible, what you don’t see every day is wood. A material that’s in all of our houses in the form of furniture can now be on your desk as well. Wood on top of wood, perhaps.

You get great build quality and design courtesy of said wood, but Akko doesn’t skimp anywhere else, either. The gasket mount paired with those switches and keycaps ensures you get the best sound possible. The excellent wireless performance, along with the software, further show you that this is just a great keyboard that just happens to be made out of walnut.

Unboxing Experience

The Akko MU01 comes in a cardboard box that feels nicer than most. The artwork on the front is simple but attractive, showing the keyboard in all its glory. You slide out the top cover and are greeted by a black box with the Akko logo plastered across the center. There are tabs on either side to get inside.

Akko MU01 has a fancier box than usual with a top sleeve (Image by T4G)

Inside the box is the keyboard wrapped in plastic with a dust cover on top. The accessories are isolated toward the top in their own section. In which you get a bottle of wax to keep the wood looking (and smelling?) nice and fresh all the time. The manual can be found under the board, and there’s ample foam around to protect it from shipping damage.

Here’s everything you get in the box:

  • 1x Akko MU01
  • 1x Manual
  • 1x Dust Cover 
  • 1x Keycap Puller
  • 1x Switch Puller
  • 1x USB-C Cable 
  • 1x Wireless USB Receiver
  • 1x Bottle of Wax
Akko is generous with the accessories, going as far as to provide dedicated switch and keycap pullers (Image by T4G)

Design & Build 

The Akko MU01 is a wooden keyboard, meaning the case is made entirely out of walnut wood, according to Akko. It looks absolutely gorgeous and even has a very subtle, delightful scent. The board isn’t hefty, but it still feels solid from all directions. There is not even a hint of flexing or creaking as you’d imagine.

The MU01 leaves a strong first impression (Image by T4G)

The entire board has a rounded-off look with curved corners that feel soft when your palm rests on them. The bezels are uneven but intentionally so because there’s a brass accent piece going across the whole top. Now, this is not actually brass—it’s aluminum—but it looks quite premium and compliments the earthy wooden aesthetic quite well.

The accent piece is quite hefty and milled out of a single piece of aluminum (Image by T4G)

At the back, we see minimal branding at the bottom, along with the Akko logo and some product info. Interestingly enough, this is a transparent sticker that can easily be taken off if you wish to have an uninterrupted look. Next to this, there are two rubber feet on either side and the top, which hide the screws underneath for said accent piece. 

All the feet are glued onto the board, which means you’ve to peel the top one off to get to the screws (Image by T4G)

There is no height adjustment on the board, and with its 20mm front height, it can feel a bit uncomfortable to type on after a while. The typing angle is 5 degrees, so not only is the board tall, but it’s also got an unforgiving slope that, at least for me, necessitated a wrist rest.

The side profile of the board is simple, but you can see the wood grain spiraling all across and my unit even has a deep streak on the left side. It looks carpentered. Therefore, not only beautiful but adding a lot of character since every case will have a slightly different grain pattern, like real furniture.

The natural wood grain elevates a simple side profile to another level (Image by T4G)

Despite the board being wireless, there’s no place to store the dongle but the USB-C port for wired connections is fancy. It’s recessed into the case and has the same metal surrounding it as the accent piece on the front. There is no button, switch or indicator LEDs anywhere else on the board.

The USB port works just fine with third-party coiled and aviator cables (Image by T4G)

Layout & Features

The Akko MU01 is a wireless keyboard sporting a 65% layout with no blocker. It’s fully hot-swap with south-facing 5-pin sockets. Those sockets sit on a 1.6mm PCB paired with an FR4 plate with brass accents all around that shine when the light hits it just right. Only the plate has flex cuts, while the PCB doesn’t.

Akko has opted for a gasket-mount for the MU01 which I’d assume wasn’t easy to achieve with a wooden case. There are little silicon beans sitting on the edges of the plate which then rest on grooves within the bottom case offering a true gasket mount. This puts in line with other, more standard budget boards like the Lucky65.

You can see the protrusion coming off the plate for the gasket mount, with gasket beans on top (Image by T4G)

Inside, there’s four layers of foam to dampen everything: plate foam, PE foam, and some PCB foam which is wrapped in what looks like a PET sheet, making up for a pseudo tape mod. There’s also case foam glued to the bottom case presumably to avoid the PCB hitting the wood. You’ll hear later how all this dampening material helps the MU01.

The Fundamentals

So far, the MU01 is one impressive board but as we all know, it’s what’s under the hood that counts the most. So, let’s take a look at the core components and see if they do the design and look of this board any justice.

Keycaps

Akko MU01 comes with “MOA” profile keycaps that can be described as an offshoot of XDA. This is a uniform profile meaning all the rows have the exact same height, but the top shape is concave, so your fingers cup the keycaps nicely. They feel very soft to the touch, almost like rubberized, which is emblematic of the PBT plastic used to make them.

There is pretty much no texture which I don’t mind, and it helps keep them free of any distractions which is key (no pun intended) for the design. One of the main selling points of the MU01 is its looks and that is largely enabled thanks to these gorgeous keycaps. While there is a more subdued variant with WOB colorway, this is clearly the way to go.

The keycaps are about as high-quality as dye-sub can get (Image by T4G)

Every corner of these keycaps is laden with beautiful artwork inspired by Japanese culture, featuring various iconic landmarks, silhouettes, animals, and shodō (calligraphy). The mods, arrows, and nav keys don’t even have any legends, but the alphas are nicely contrasted with red Kanji sublegends printed with a stylized typeface. 

Due to the complexity of this design, these keycaps are dye-sub and not double shot like we’re used to seeing. Regardless, they’re quite thick, coming at 1.6mm which is the same as MT3. I don’t feel like these will ever fade away before you’ve already moved on.

How MOA stacks up compared to other keycap profiles similar to it (Image by T4G)

Switches

Unlike other budget boards, the MU01 comes with only one choice of switches: Akko Rosewood, which indicates the company is quite confident in its pairing. Specs wise, you’re looking at a pre-lubed 45g linear with nylon stem and housing, and a 22mm single-stage spring. The total travel here is 4mm.

Akko Rosewood switches are some of the best thocky switches I’ve ever heard (Image by T4G)

I’m glad to report that these switches are amazing. They feel incredibly smooth and have very little stem wobble. They’re not as snappy as a switch with double-stage springs, but you get no spring crunch in return, which I’d rather take anyway. The tight housing mixed with the materials also makes for a very low-pitched sound.

These can damn near pass for silent switches the way there are almost no high-end or midrange frequencies. You hear a deep, satisfying thock that’s rounded off. There’s no harshness, and you hear a subtle marbliness in each keypress, which is further accentuated by the keycaps. This is the closest I’ve been to typing on clouds.

Stabilizers

Akko MU01 comes with plate-mount stabs with support for screw-in stabs on the PCB. But you won’t need that because these are some of the best stock stabs I’ve ever used. They’re consistent, devoid of any rattle or ticking, and generously factory-lubed. The left-Shift key genuinely sounds heavenly, and I hope the sound test later properly illustrates that.

The stock stabs come perfectly tuned from the factory (Image by T4G)

Connectivity & Performance

The MU01 is a wireless keyboard compatible with Bluetooth and a 2.4 GHz radio connection. The switch to change between the wired and wireless modes is hidden under the Caps lock. In its default centered position, it has a Windows layout; flipping it up top makes it wireless, and downwards makes it wireless with a Mac layout.

The wireless switch might be inconveniently placed but it was necessary to keep the case distraction-free (Image by T4G)

In terms of performance, this board is great with sub-10ms latency in the 2.4Ghz wireless connection and around 8ms latency while plugged in. That means you can even use it for competitive gaming. I didn’t notice any lag while typing either but there’s a second-long delay before it registers any input when you don’t use it for a while because it enters its sleep state.

Akko has kitted the MU01 with a 4000mAh battery that lasts a long time on a single charge. You can get roughly a week’s worth of usage without RGB and a little over a day of usage with RGB on. Though, I will say that the RGB is not as bright here as other boards so it renders all the fancy effects in the software kind of pointless.

The battery is underneath the bottom case foam, which is glued stuck (Image by T4G)

Typing Experience

The Akko MU01 is a thocky keyboard in the purest form of the word. The wooden case, the gasket mount, all those layers of foam, the switches, and, of course, the keycaps all come together to produce a deep sound that is sure to impress anyone. Even a clack enthusiast like me can recognize that this board will appeal to a lot of people.

The Software

There is no QMK or VIA support for the MU01, but you can easily find the Akko Cloud Driver on their site. But I have to mention that, for some reason, the download speeds (and the browsing) are quite slow on Akko’s site. Once installed, you’re greeted by pretty nice-looking software that I’d rank above the tools Epomaker, Weikav, and Aula make for their boards.

Everything is divided into tabs on the left. You have your standard affair of key mapping, custom layers, macros, and RGB controls. There are 24 total lighting effects, including two that react to any audio playing on your computer. If you like a particular picture, you can directly upload it to the software to get its colors on the board.

There’s a “Share” section similar to Epomaker’s software (now that I come to think of it, both of these are quite similar) where you can check out different RGB configs created by others. What I found really neat was there are even macros and entire profiles made exclusively for games that you can apply with the click of a button to your own board, just like the RGB. You can also sign in and upload your own custom profiles for others to use.

Should You Buy It?

Buy It If:

You’ve been looking for a wooden keyboard. It really doesn’t get any better than this.

✅ You’re a fan of Japanese culture as the MU01, with its wooden build and artsy keycaps, certainly scratches that itch.

You prefer thocky keyboards. Akko has executed that muted sound signature to perfection here.

Don’t Buy It If:

The wood doesn’t entice you because there are other budget boards offering the same performance and quality for much less.

You can’t live without QMK/VIA support and don’t want to adapt to using any other software.

You want a modding-friendly keyboard. While it’s easy enough to get inside, the adhesive rubber feet hiding the screws at the back will eventually give out.

The Akko MU01 in all its wooden glory (Image by T4G)

My Thoughts

The Akko MU01 is a great keyboard that just happens to be made out of wood. Akko has cut no corners, ensuring you get a solid typing experience with all the fundamentals checked off. The wooden case with the brass accents, the wax polish, the Japanese-style keycaps, all these novelties are really just the cherry on top.

If you want a keyboard that has a bit of flair that’s different from everything else on the market, go for it. But if you’re indifferent to the wood and just want a solid budget keyboard, there are other options that offer much better value like the Aula F65 and Epomaker Shadow-X. Even then, the uniqueness of this entire package is enough for me to recommend it wholeheartedly.

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Assassin’s Creed Shadows’ Campaign Is As Long As Valhalla

Story Highlight
  • Devs confirmed in a Q&A that Assassin’s Creed Shadows’ campaign length is similar to that of AC Origins, Odyssey, and Valhalla.
  • You will need to invest 30 to 60 hours to complete the campaign and experience most of the game.
  • Because of such a huge campaign, some fans are concerned that AC Shadows may feel barren and bloated.

Assassin’s Creed Shadows has been under heavy scrutiny ever since it was revealed, receiving criticisms due to concerns about historical accuracy and a COD-like battle pass that no one expected.

On the flip side, fans are also excited to finally have a AAA-size title set in Japan. Despite the split in opinions, it’s clear that many eyes are watching to see how well the RPG performs after launch.

While its campaign was always expected to be pretty huge, devs have now confirmed it’s similar in size to that of AC Origins, Odyssey, and Valhalla. 

Why it matters: AC Shadows having a campaign length similar to the series’ most criticized releases suggests it might also be heading towards a similar path. 

Assassin's Creed Shadows has been delayed to come out next year on Steam day 1.
AC Shadows’ success is paramount to ensure Ubisoft’s longevity in the gaming industry.

During a Reddit Q&A, Assassin’s Creed Shadows creative director Jonathan Dumont revealed that we’re getting a pretty huge AC experience after the bite-sized campaign of Mirage. In other words, you need 30 to 60 hours to experience most of what Shadows has to offer.

I think Shadows’ main journey is comparable to Origins/Odyssey and Valhalla.

Additionally, the dev confirmed that choices are indeed present in AC Shadows; some have an impact, but they play less of a branching role than Odyssey for the core narrative.

Ubisoft Stock Fell After Assassin's Creed Shadows Delay
Ubisoft stocks saw a noticeable decline after Assassin’s Creed Shadows was delayed.

Overall, fans’ reactions to the big reveal have been mixed. Some feel the long campaign might be repetitive and bloated, while others disagree.

Do you think the AC Shadows campaign will end up as a repetitive experience like AC Valhalla, or will it live up to the fans’ expectations? Let us know your thoughts in the comments below, or join the discussion on the official Tech4Gamers forum.

Xbox Studios Yet to Commit to Releasing All Games on PlayStation

Story Highlight
  • Xbox’s approach to releasing games on PlayStation is not a blanket policy but rather a decision made individually for each game.
  • According to Matt Booty, Releasing some Xbox titles on PlayStation does not guarantee that all future games will follow suit.
  • However, Microsoft acknowledges the benefit of reaching a larger player base beyond the Xbox platform.

In a recent interview with Variety, Xbox Game Studios head Matt Booty shared the company’s views on exclusivity and game releases on rival platforms. According to Booty, it’s still unclear if all Xbox games will be available on PlayStation in the future.

He also explained that decisions about this are made on a “case-by-case” basis and it totally depends on the studio.

Why it matters: While Xbox is still the priority, Microsoft sees the value in reaching a wider audience. 

Xbox Titles on PS5
It’s not a matter of if, but when Xbox games will come to PlayStation.

While answering the question regarding future ports for PlayStation, Booty said:

We are making the exclusivity decisions on a game-by-game basis. Each of our studios is in a little bit of a different situation.

-Matt Booty

Booty explained that the decision to release games on PlayStation depends on several factors, such as the game’s production schedule and each studio’s goals. 

A recent example is Indiana Jones and the Great Circle, which launched on PC and Xbox. While the game is planned for a PS5 release in 2025, Booty warned that this won’t set a standard for future releases. 

The delayed PlayStation release for Indiana Jones was described as a production-based decision. Booty clarified that the game was in production before Microsoft even acquired Bethesda.

Although Xbox remains Microsoft’s main focus, the company has slowly increased its presence on PlayStation lately. Four titles including Pentiment, Hi-Fi Rush, Grounded, and Sea of Thieves have been released on PlayStation, showing that Microsoft isn’t fully committed to exclusivity.

Xbox Exclusives
Microsoft’s console had a strong 2024 in terms of its exclusive releases.

Phil Spencer, CEO of Xbox, previously stated that any Xbox franchise could be released on third-party platforms, but it would depend on production schedules and be decided on a case-by-case basis.

While Xbox fans get exclusive access to the games, PlayStation users can still expect to see popular titles released later. This helps Microsoft maintain platform loyalty while also expanding its gaming reach.

Do you think Xbox committing to a multiplatform strategy will help its ecosystem in the long run? Drop your thoughts in the comments, or join the discussion on the Tech4Gamers forum.

I Am Ready To Forgive Intel For The Core Ultra Debacle, If These Battlemage GPU Leaks Prove True

From the 13th and 14th gen CPUs crashing to 6% year-on-year loss, from massive lay-offs to the CEO resigning, 2024, especially the last quarter, was not a good time to be in the Team Blue.

Of course, how can we forget the spectacular failure that was Intel’s 15th generation of desktop processors, codenamed Arrow Lake? Apart from changing the naming scheme and ditching the iconic Core i5/i7/i9 nomenclature, Intel also made massive architectural changes in the Core Ultra line-up to improve their efficiency, and while they certainly succeeded in that, that’s about it. 

We reviewed both the mid-range Core Ultra 5 245K and the flagship Core Ultra 9 285K, and both of these processors could barely outperform their predecessors in gaming performance, with okay-ish improvements in the productivity area. Sure, the efficiency was great, so there are fewer concerns of thermal throttling, but with the right cooler, that was not a problem with the 14th gen either.

The Intel Battlemage Arc GPUs Come To The Rescue

On 3rd December, Intel announced two graphics cards: the Arc B570, releasing on 16th January, and the Arc B580, releasing on 13th December. The key selling point for both of these cards is incredible value for money, especially at 1440p.

How? Well, the B570 carries a $219 MSRP, while the B580 carries a $249 MSRP. At such price points, Intel has managed to squeeze in 10 GB and 12 GB of GDDR6 VRAM, respectively. This puts the B580 in a very competitive position against the RTX 4060 (MSRP $300) and the RX 7600 (MSRP $270), both of which have 8GB of VRAM.

As per Intel’s tests on 40+ games in both rasterization and ray tracing settings, the Arc B580’s gaming performance is 10% better than the RTX 4060 at 1440p ultra and 14% better than the RX 7600 at 1440p ultra. This is actually a big improvement, considering the B580 undercuts both of these cards in pricing.

Intel Arc 10% faster in games than RTX 4060
Intel Arc is 10% faster in games than RTX 4060 (By Intel)

Furthermore, Intel is also emphasizing a lot on its new XeSS 2 technology, which competes with NVIDIA’s DLSS and AMD’s FSR. Intel has made the XeSS 2 an umbrella term that offers three key features:

  • XeSS Super Resolution: AI-based upscaling that improves graphics and supports 150+ games.
  • XeSS Frame Generation: Adds extra frames for smoother gameplay using AI-powered motion adjustments.
  • Xe Low Latency: Reduces input lag for faster, more responsive gaming.

According to Intel’s test results, the Arc B580, with XeSS Performance Mode enabled, gave 1.12x faster performance in Forza Horizon 5, 2.08x faster in Cyberpunk 2077, and 1.85x faster in F1 2023, all of these games were running at 1440p Ultra with Ray Tracing, which is quite impressive.

Intel Arc 47% higher with XeSS
Intel Arc is 47% higher in performance with XeSS (By Intel)

While I doubt that XeSS 2 is ready to go head-to-head against DLSS 3, which is supported by significantly more games, the XeSS 2’s numbers don’t look bad at all, and if Intel’s claims turn true, we can expect more developers to start adding XeSS 2 support to their games.

Arc B580 Leaked Benchmarks Show Great Promise

All of these numbers come from Intel, so there’s a bit of a disclaimer until we see independent reviews of these GPUs. However, with the launch just days away, leaked Geekbench Vulkan and OpenCL scores of the Arc B580 have appeared, showing strong performance against the RTX 4060 and the RX 7600 XT.

The Arc B580 scored 103,445 points in Geekbench Vulkan, giving it a ~7% lead against the RTX 4060 8GB, which scored 97,127, and a massive ~19% improvement over the RX 7600 XT, which scored 82,270.

As for OpenCL, things are a bit different, with the Arc B580 actually behind the RTX 4060 by around 3.3%, as it scored 98,343 points, while the 4060 scored 101,732 points. However, it is still quite ahead of the RX 7600 XT, which got 83,918 points.

Since these are leaked scores of a synthetic benchmark, we have yet to see how well the B580 handles gaming, especially at 1440p, which Intel has talked about the most.

Another aspect to keep in mind is that the RTX 4060 is quite an old graphics card. It was released back in May 2023, so we are comparing a GPU that was released in early 2023 against one that was released at the end of 2024. Plus, with the RTX 50-series right around the corner, it will be very interesting to see how NVIDIA prices and configures the RTX 5060. I really hope it doesn’t pull a low VRAM move like it did with the RTX 4060, but NVIDIA is NVIDIA, so nothing’s really certain.

Make Budget Graphics Cards Great Again!

As of now, Intel has a very real shot at redeeming itself after releasing such a mediocre line of processors, so if the Arc B580 turns out to be just as good as Intel claims and it can beat RTX 4060 across the board in gaming performance, we are looking at one of the most value-packed graphics cards of the year.

Earlier this year, I mentioned how disappointing budget GPUs have been, so I’m really hoping the B580 testing will live up to expectations. It’s the first time in a while that I’ve actually felt excited about a low-end graphics card.