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Xbox Head Confirms No Immediate Changes to The Multiplatform Strategy But Doesn’t Rule Anything Out

Story Highlight
  • Xbox head has confirmed there won’t be immediate changes to the multiplatform strategy.
  • However, she hasn’t completely ruled out skipping exclusives in the future.
  • She says she currently wants to focus on hardware and return Xbox to its roots.

There have been tons of questions looming around ever since Asha Sharma took over as the head of Xbox. Fans are concerned about the future of the company, and Sharma has been actively addressing the concerns. 

In a recent interview, she was asked about the situation of exclusives, considering she recently hinted that they could make a return. However, for now, Xbox won’t make any immediate changes to its multiplatform strategy. 

Why it matters: Amid falling console sales, Xbox had to take deliberate measures like going all out with its multiplatform approach and putting some of its biggest exclusive franchises like Halo, Forza, and others on PlayStation. 

Asha Sharma
New Xbox head says they’ll stick with the current multiplatform strategy for now

Talking to Windows Central, Asha Sharma discussed the future of exclusives. She said it is too early to change anything abruptly right now, but she hasn’t ruled anything out, suggesting they could look into it in the future. 

We also know that there are a lot of players who aren’t on console or our hardware, and I want to deliver great games to them too. 

She stated that the current plan is the plan, until it isn’t, dropping a very subtle hint that Xbox could reevaluate its multiplatform strategy. But for now, she wants to focus on other things, especially the hardware. 

Asha Sharma
She said they’ll make decisions according to the situation

Right now, I need to learn, candidly. About the ‘why’ of these decisions, what we were optimizing for, and what the data says about the Xbox strategy today. The plan’s the plan until it’s not the plan

Sharma has shown a strong commitment to Xbox hardware and says she wants the company to return to its roots and cater to its audience. We could soon hear more about the next-gen hybrid console as well.

What are your thoughts on Xbox staying with its multiplatform strategy for now? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum.

Marvel’s Wolverine Long-Awaited Release Date Announced for September 15, 2026

Story Highlight
  • Marvel’s Wolverine is officially releasing on September 15th, 2026.
  • The game was initially unveiled 5 years ago but was delayed due to a cyberattack that targeted Insomniac Games.
  • The game will feature mature themes and next-gen graphics, with more info likely dropping soon.

Initially unveiled at the 2021 PlayStation Showcase, Marvel’s Wolverine has been one of the most anticipated releases of the current generation. Insomniac has been taking its sweet time with the title, but now, we’re finally just months away from its launch.

At the recent State of Play event, the developers dropped a new trailer alongside confirming a Fall 2026 launch for the upcoming action title. Now, a final release date for the game has been set for September 15th, 2026.

Why it matters: Insomniac has been highly praised for creating one of the best video game adaptations of a comic book character with the Spider-Man games. As such, it’s exciting to see the developers bring another famous comic book character to the video game realm.

A short trailer announcing the game’s release date was dropped out of the blue with no other information. However, we do expect to learn more about the game in the next few months, possibly during the summer season of video game showcases.

Insider expects a second State of Play event in the next few months, so expect a deep dive for Marvel’s Wolverine then.

As for why Insomniac took so long to put out this game, they were hit by one of the biggest cyberattacks in video game history, which even led to an early version of the game being released prematurely.

Marvel's Wolverine
The Game Is Already Facing Censorship In The UK Due To Being Extra Violent

Such a setback caused delays in the game’s development, and Insomniac had to further polish it after the initial negative reception to the leaked content, which didn’t make sense since it was an early build.

Anyhow, PlayStation 5 owners can expect to dive into Marvel’s Wolverine this fall season, which is described as a proper comic-accurate adaptation featuring mature themes, violence, and gore-filled gameplay in classic Weapon X style, all with next-gen graphics.

What are your expectations for Marvel’s Wolverine? Let us know in the comments below, or at the official Tech4Gamers Forums.

Capcom Was Skeptical About Resident Evil Requiem Running on Switch 2, Stunned by the Final Result

Story Highlight
  • Resident Evil Requiem is launching on the Switch 2, but Capcom was skeptical about the performance.
  • In the end, developers were shocked to see the result.
  • The game runs incredibly well on the handheld, showcasing impressive Ray Tracing capabilities and a stable framerate.

A year after the Switch 2’s release, the handheld is now receiving proper third-party support. Tons of AAA games are planned for the smaller-factor console, notably including Resident Evil Requiem, which is just a few days away from launch.

Initially, Capcom doubted the Switch 2’s capabilities, thinking it wasn’t enough to run a demanding game like Resident Evil Requiem. However, the developers were shocked by the final result and had to triple-check to be sure.

Why it matters: Nintendo advertised Switch 2 as a handheld capable of running AAA games. The promise not being met at launch raised questions about its power, but a year later, all those doubts have been erased.

In the latest Creator’s Voice video by Nintendo, game director Koshi Nakanishi talked about what it was like developing the game for the Switch 2. Initially, they were skeptical of the handheld running the game, but were shocked to see the performance.

When we, the development team, first saw it in our hands, we were skeptical too, so we had to do a triple-take. We thought to ourselves, ‘Oh, is this really running on Nintendo Switch 2?

It’s lovely to see the Switch 2 being praised by developers. In any case, the handheld is likely to be put around the Xbox Series S as the closest match as we’ve seen in past comparisons, and it has even outperformed Microsoft’s budget console while running Street Fighter 6.

The RE Engine also deserves praise in this regard, as it creates visually stunning titles at any scale, while still offering decent performance.

Resident Evil 4 Remake
Recent Games From The Series Are Now Also Soon Launching For The Handheld

From the previews, we’ve already seen the Switch 2 showcasing impressive Ray Tracing capabilities, combined with the fact that the framerate was also stable.

Resident Evil Requiem releases on February 27th later this week, and unfortunately, physical copies for the game have already been leaked. However, we advise steering clear of them, as even the DMC creator is displeased with the situation and wishes a ‘thousand deaths’ on those involved in this case.

What are your thoughts on this story? Let us know in the comments below, or at the official Tech4Gamers Forums.

Is the RTX 5060 Enough for 2026’s Biggest Games?

Story Highlights
  • The Nvidia GeForce RTX 5060 is best for playing games at 1080p resolution in 2026.
  • The GPU can run most modern AAA games such as Ghost of Yotei easily with DLSS enabled.
  • 1440p gaming is possible but may cause some performance issues like lag or stutters.
  • Ray tracing works but often comes with setbacks and performance compromises. 

The Nvidia RTX 5060 is a classic, yet powerful mid-range graphics card made particularly for casual gamers. It is best for gamers who want strong performance and stable gaming without stepping into the premium priced goods category. As game engines continue to become more advanced and as developers lean into photorealistic assets, what qualifies as “enough” has changed.

The gaming scene isn’t about just launching a game anymore it involves maintaining high frame rates, detailed textures and smooth performance through increasingly dynamic and demanding worlds. The RTX 5060 aims to strike a balance between performance and affordability, but the question arises can it still hold up against this year’s biggest releases?

Where It Truly Shines

At 1080p resolution the NVIDIA RTX 5060 delivers smooth performance levels. Most major 2026 AAA titles run comfortably at high settings with smooth frame rates often exceeding 60 FPS often pushing into 90 to 120 FPS depending on optimization. The GPU was made for 1080p resolution, and it shows allowing most players an enjoyable experience without any stutter or lag.

Nvidia RTX 5060
Nvidia RTX 5060 GPU – Image Credits (Pinterest)

The responsiveness of the RTX 5060 is more than enough to support modern AAA gaming. NVIDIA’s DLSS technology also comes into play to maintain high frame rates without sacrificing graphical quality. For competitive players focused on esports competitions or fast paced shooter games this GPU hits the right spot. It’s powerful and easy on the pocket making it a great choice for many.

The Compromises of 1440p

When we start to ramp up the resolution to 1440p the performance visibly falters. Be mindful that this resolution is not an issue for the RTX 5060 and it can run many games at 1440p, however, at this resolution it starts hitting its peak performance level. Games running on ultra-high settings may face some lag or stutters needing the settings to be dialed down a notch. The FPS remain playable, but games often require a few tweaks in settings. 

One of the biggest issues that surface at 1440p resolution is memory capacity. If you have around 8GB of VRAM that is just simply not enough. Gamers may face limitations in memory-heavy titles that have demanding textures or large open environments. Some gamers also report stuttering or game lag issues at this resolution which causes which breaks immersion and ruins the overall experience for many. At 1440p enabling DLSS or reducing texture settings becomes less optional and more of a requirement to maintain consistent performance.

RTX 5060 Ti
MSI RTX 5060 – Image Credits (Pinterest)

Ray Tracing and Visual Fidelity

Ray tracing is now an important part of the visual fidelity of modern games. Realistic shadows, refractions, reflections and indirect lighting all work hand-in-hand to make the game more immersive. The RTX 5060 performs better than the 4060 and supports hardware accelerated ray tracing whilst featuring one of NVIDIA’s latest chip architectures. This allows the GPU to maintain these effects much better than older mid-range models.

However, ray tracing demands a lot of GPU power and can substantially reduce frame rates especially in complex scenes. Running a game at 1080p with ray tracing and DLSS both enabled allows for an excellent gaming experience. At 1440p though ray tracing often pushes the RTX 5060 beyond its comfortable zone and demands other visual settings to be reduced. For gamers wanting ray tracing as an occasional feature this GPU performs well enough but for those seeking maximum graphics at all times the RTX 5060 may feel constrained.

VRAM and Future Proofing

One of the most significant long-term concerns surrounding the NVIDIA RTX 5060 is its 8GB VRAM configuration. This is enough for playing most AAA 2026 titles at 1080p but as memory requirements continue to trend upward issues start presenting themselves. Developers these days are manufacturing games for systems with larger memory pools. Having 8GBs of VRAM may simply be not enough for newer titles.

PNY RTX 5060
PNY RTX 5060 GPU – Image Credits (Videocardz)

An 8GB VRAM configuration may work today but leaves little room for future growth. As the years continue to pass and games become more and more complex the limitations of low VRAM may become apparent and anything below 12GB VRAM would be disappointing. This will be increasingly apparent to gamers that want to maintain high settings in new games. In terms of longevity the RTX 5060 offers short to medium-term value.

Final Thoughts

Whether the NVIDIA RTX 5060 performs up to par depends on the expectations and usage of the consumer. At 1080p the GPU can perform well even at high settings, at 1440p however, it demands other visual settings to be reduced. In 2026 the RTX 5060 stands as a well-balanced mid-range GPU for gamers seeking comfortable gaming and the occasional high settings push.

How a Hybrid Xbox Could Revive Optimization

Story Highlights
  • A hybrid Xbox could force developers to prioritize efficiency from the start rather than just raw power.
  • Early developmental issues could revive deep technical optimization across the industry.
  • Smarter asset management and performance discipline would be encouraged.
  • Better optimization on a hybrid design would also improve game PC ports and cloud performance.

For many years the console market has been on the same path: bigger designs, faster silicon chips and ever rising developmental budgets. Considering earlier consoles such as the Xbox One and Xbox Series X, Microsoft’s console strategy has always centered around raw power. 

Recently there have been rumors in the Xbox community about a potential hybrid Xbox PC console. The device is rumored to set a shift in the priorities of Microsoft. If this project was to happen it would create issues where the developers would be pushed back towards serious optimization. Let’s dive into how so.

The Limitations of Raw Power

Each new Xbox generation delivers a significant leap in visual fidelity. The jump from the Xbox 360 to the Xbox One brought larger environments, better lighting and higher-resolution textures. Today however, these gains feel mostly insignificant. The Xbox Series S|X delivers impressive specifications, yet many AAA games require additional mods, dynamic resolution and post launch patches to run smoothly. 

Xbox Hybrid PC-console Design
Xbox Hybrid PC-console Design – Image Credits (Game Plus)

Part of the issue lies in the developmental habits of Microsoft. Seeing as the hardware ceiling rises teams often build around maximum capacity and assume that they can just scale down later. As a result, asset sizes expand and memory usage grows exponentially. Similarly, optimization becomes reactive rather than foundational.

Powerful systems may mask inefficiencies, but they do not eliminate them. A hybrid Xbox would immediately show some constraints. Developers should no longer rely on brute force; they need to focus on efficiency from the get-go otherwise the entire project may fall apart.

Optimization as a Design Philosophy

In recent years many cinematic titles have prioritized cinematic appeal over technical efficiency. Files have become inherently massive and demanding in aspect of system requirements. A hybrid Xbox console may be a game changer in helping to change these factors. If a game runs reliably within tighter a power bubble optimization would become a design philosophy rather than a cleanup phase.

Microsoft Xbox Magnus console hybrid PC 2
Xbox Hybrid PC Console Illustration – Image Credits (Pinterest)

This shift can influence visual priorities. Instead of chasing ultra-high resolutions or rendering techniques with minimal perceptual gains teams may focus on cohesive art styles and performance stability. History shows that creative constraints often lead to more distinctive game experiences. Optimization may also help players directly by introducing smaller install sizes, faster load ups and much more stable frame rates.

Industry Effects and Engine Evolution

A hybrid Xbox could push engine developers to make scalability seamless. Performance budgets would need to adjust dynamically between PC and console modes. Similarly, CPU and GPU workloads would be managed more carefully. Aside from this the memory streaming systems would also need to work more efficiently under varying conditions. 

These improvements wouldn’t be limited to a single platform. It’s a no brainer that titles built around strong efficiency translate better to PC, where inconsistent optimization is always criticized. Cloud gaming would also benefit, and lower hardware demands mean reduced bandwidth requirements, smoother streaming performance.

Resetting Consumer Expectations

Consumers have gotten used to graphics modes and day-one game patches. An Xbox device built around PC parameters could raise the stakes. Inconsistent performance in could lead the overall system losing its appeal. Therefore, system stability should be paramount, not optional.

Xbox Hybrid PC-Console Setup Concept
Xbox PC-Console Setup – Image Credits (Pinterest)

This could also push developers to work on handheld framerates more than resolution claims such as the Nintendo Switch 2 did. Dynamic scaling and balanced visual settings may become a standard and over time players may come to admire the systems fluidity, responsiveness more than raw graphical power. Microsoft on its end would gain a strategic differentiator. By emphasizing both efficiency and power, it can market optimization as a strength rather than a compromise

Final Thoughts

A hybrid Xbox wont only define where games are played it would also change the way they are made. Constraints brought forward by portability could force developers to reestablish optimization as a core discipline in developmental stages rather than an afterthought post the consoles launch.

For an industry which often tends to solve problems with more hardware this change could be transformative. Efficiency demands intention, foresight and often leads to cleaner and more elegant results. In this sense a hybrid Xbox could do more than just change the console landscape. It could restore a deep respect for how consoles are made and the code behind the game.

Microsoft Expands AI Innovation: Integrated AI Agents Coming To Windows 11 And Voice Control To 365 Copilot

Story Highlight
  • Windows 11 evolved into an AI-focused OS, replacing Cortana with Copilot and deeper AI integration.
  • Microsoft is moving beyond OpenAI, developing its own AI agents for research, analysis, and automation.
  • New features like voice control and File Explorer integration make AI a core part of the Windows experience.

When Microsoft first introduced Windows 11, one of the most noticeable changes was the removal of Cortana as a personal assistant. It would be replaced by Copilot, another assistance who appeared more efficient and valuable.

However, this was in 2021, and it wasn’t until a few years later that we realized Windows 11’s true purpose: to be an operating system with AI-enabled capabilities.

This was the “natural evolution” of Windows 10, and what began with Copilot is now more like future AI agents embedded into Windows 11 that will do background tasks, as well as voice control in Windows 365 Copilot.

Why it matters: ChatGPT was largely responsible for the generative AI explosion, but it was Microsoft who saw it through to completion. Ultimately, Microsoft committed more than $1 billion in OpenAI before it was known or had any goods or services.

 

So instead of relying on ChatGPT, Microsoft will employ AI agents who act similarly to Google Gemini. For example, “Analyst” agents will analyze data, while “Researcher” agents will do in-depth information searches and provide more complicated solutions.

Although we commonly identify AI agents with Windows automation, shopping, and the like, it appears that these two will not fall into that category; they will, however, execute their work in the background.

It’s just the start; after some time, Microsoft will publish an AI agent capable of creating program code or controlling the entire PC. According to what Microsoft has revealed, they will be able to assist us in writing and gathering information, but they will not be available in Europe for the time being due to strict laws and restrictions.

Copilot Explorer
Copilot Has Already Been Integrated Across All Windows 11 Elements

Another new feature from Microsoft is voice control, which will be available in 365 Copilot. This will allow us to issue commands to be executed, but with certain limits. It will be great for gathering information about our job and preparing summaries, allowing us to make presentations or reports more quickly.

The most recent change is Copilot’s direct integration with File Explorer, which makes it even easier to access and use this assistant. In fact, with this integration, you may ask questions about files or get help discovering and managing them. The Copilot button will appear directly next to the file name, which may not appeal to everyone.

Microsoft continues to add AI features in Windows 11, and now that Windows 10 is no longer the safe haven it once was, we’ll see if people stick with Microsoft’s operating system or migrate to Linux for greater freedom and a lack of AI.

What are your thoughts on this story? Share your thoughts in the comment section or join the ongoing discussion at the official Tech4Gamers Forums.

Marathon Cheaters Will Be Hit With Lifetime Ban, Says Bungie

Story Highlight
  • Marathon cheaters will be banned permanently, according to Bungie.
  • The studio is taking a strong stance against cheaters and has developed several measures to protect players from exploits.
  • Third-party client-side protection has been built anew for the extraction shooter in addition to server-based measures.

Marathon has come a long way since its initial reveal, reaching the top 10 of Steam’s best-seller charts and even changing some opinions about its visuals. The extraction shooter’s delay has helped it improve massively by giving developers time to listen to complaints and polish the title.

With just a few weeks left in its release, players will finally find out if Marathon will be able to compete with Arc Raiders or fail like Concord. But, there is one thing the Bungie title is already doing better than its competitor, and that is banning cheaters.

Why It Matters: Permabanning anyone who cheats sends a strong signal to players who are looking to create exploits and impact the experience of others.

Marathon
Source: X

In a post on X, Bungie revealed that anyone who is caught cheating in Marathon will be permabanned from the game. As part of its Networking and security approach, the studio is taking a strong stance against cheating and people who are developing exploits by handing out lifetime bans.

This is a sterner take on the matter compared to fellow extraction shooter Arc Raiders, which has a three-strike rule for players who are caught cheating.

Bungie, on the other hand, is deploying several tactics to protect players from exploits, and one of them is “Fog of War.” This system will keep Marathon gameplay secure from cheats that reveal the location of certain items by limiting the region of a map that the user has knowledge of.

Furthermore, Bungie has developed a new server authority model that will automatically reject invalid player actions like teleporting, unlimited ammo, and damage manipulation that impact gameplay.

marathon bungie
Bungie has developed new systems to battle against cheaters in Marathon.

Last but not least, Marathon will have client-side security upgrades in addition to server-side measures. Bungie is using third-party software and coupling it with proprietary security layers built anew for the extraction shooter.

Do you think these measures will help Marathon protect players from cheaters? Tell us in the comments below or head to the Tech4Gamers forum for discussion.

Ubisoft CEO Promises Continued Layoffs, Says New Strategy Will Fix Post-Pandemic Struggles at Studio

Story Highlight
  • Ubisoft CEO Yves Guillemot says more layoffs are expected moving forward as the company adapts.
  • Restructuring and voluntary departures will help the publisher fix post-pandemic struggles.
  • The executives want to build a more focused and agile company with stronger teams.

Ubisoft began 2026 with a massive reorganization that divided the company into creative houses. These houses are focused on specific ‘billion-dollar’ franchises to pull the publisher out of the red. Howevermuch more resizing is still expected in the future. 

Ubisoft CEO Yves Guillemot bluntly states that future layoffs are a huge part of the $200 million cost reductions. This resizing and voluntary departures are essential to achieving ‘disciplined workforce management’ as part of the publisher’s long-term goals. 

Why it matters: Despite the recent revamp, Ubisoft has a long way to go before it sheds enough weight. Therefore, a lot more trouble is expected for the current developers.

Far Cry And Assassin's Creed
Ubisoft is working on two Far Cry and multiple AC projects despite recent shakeups.

In an interview with Variety, Yves explains that Ubisoft will carefully control recruitment for placements and new roles to ensure that old mistakes are not repeated. The publisher wants to become a more focused and agile company. 

The €200 million in additional cost reductions will include selective restructuring across the company. That said, our primary focus for aligning the organization with our long-term goals remains disciplined workforce management. 

He explains that, in addition to layoffs, optimizing Ubisoft involves reducing certain expenses, adjusting or stopping projects where necessary, improving production processes, and using tools more effectively. 

 Our priority today is to build a more focused, agile company, with stronger teams that strike the right balance between senior expertise and young talent.

This new strategy will go into effect to fix Ubisoft’s post-COVID struggles, which saw it anticipate sustained demand that never really materialized amid fast industry growth. Therefore, a focus on more projects and increased complexity failed to pay off.

Ubisoft Live Service Games
Ubisoft has already cancelled over 25 games in the last 8 years.

These controversial measures are also fueling Ubisoft unions, which demand that the CEO resign as developers grow hopeless.

The Assassin’s Creed maker has already proposed 200 job cuts at Ubisoft Paris, and a new round of cost-cutting could see over 2000 developers fired across its many studios.

Do you think Ubisoft can only adapt and survive by facing more layoffs? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

The Witcher 4 Has Brought Expedition 33’s Cinematic Animator On Board To Develop The Game

Story Highlight
  • The Witcher 4 has hired Expedition 33’s cinematic animator, Lucie Hennet.
  • According to the developer’s LinkedIn, Hennet joined CDPR in February after working with Sandfall for 20 months.
  • The developer was responsible for refining facial motion capture and building the cinematics for Expedition 33.

Without a doubt, The Witcher 4 is one of the most anticipated games of all time. With a budget of $800 million attached to the project, CD Projekt Red is giving the sequel the best chance to succeed by providing it with the elite talent from around the industry.

The Polish studio has hired developers from highly successful titles like Kingdom Come: Deliverance 2 and Mass Effect. Now, a developer from last year’s Game of the Year winner has also joined the development team for the RPG.

Why It Matters: The Witcher 4 is the most important title in CD Projekt Red’s history, as the studio has a lot riding on the game’s success. Hence, bringing in the best developers to work on the RPG is a smart move from the Polish studio.

The Witcher 4
Source: LinkedIn

Lucie Hennet, the cinematic animator for Clair Obscur: Expedition 33, has joined CD Projekt Red after leaving her post at Sandfall Interactive. According to the developer’s LinkedIn profile, Hennet joined the Polish studio this February to work on The Witcher 4 after being at Sandfall for 20 months.

During her time at the French studio, the animator was responsible for refining facial motion capture, building the animation pipeline for the cinematics, and overseeing the motion capture sessions. Hence, Lucie Hennet was one of the main reasons Expedition 33’s emotional story translated so well to the players. 

CDPR has also confirmed that The Witcher 4 will follow narrative lessons from the previous titles. Hence, the story will certainly pack an emotional punch, and there is no one better to translate that into UE5 than an animator who worked on Expedition 33.

Clair Obscur: Expedition 33
Expedition 33’s touching story only translated to players because of the title’s brilliant cinematic animation.

With some of the best talent in the industry now working on the project and CDPR utilizing new Unreal Engine 5 technology, it’s hard not to get excited for The Witcher 4 and the storyline of Ciri.

Do you think The Witcher 4 will live up to expectations, or will it fail to capture the heart of its predecessor? Tell us in the comments below or head to the Tech4Gamers forum for discussion.

Sony Patents PSSR Breakthrough To Eliminate FPS Drops And Lower Internal Resolution In Games

Story Highlight
  • Sony discusses a new PSSR upgrade that enables it to switch between different CNN precisions in real time.
  • This change would allow PSSR to avoid more severe fallbacks, such as FPS drops or reduced internal resolution.
  • PSSR could use lower CNN precision at high load levels without affecting gameplay.

Whether we like it or not, software solutions such as upscalers have become critical to achieving great visuals and performance in AAA games. Sony has been among the frontrunners, with its collaboration on FSR 4 and its proprietary PSSR advancing the field

We have identified a new Sony patent outlining a groundbreaking MFSR for its PSSR upscaler, addressing some of its most significant issues.

During heavy gaming loads, PSSR is often forced to make noticeable compromises, such as reduced internal resolution or FPS drops, which degrade the player experience. The publisher wants to avoid these fallbacks by using real-time quantization.

According to the patent, PSSR dynamically drops to lower CNN precision when frame rates dip, with minimal gameplay impact, then returns to full precision once performance stabilizes.

the accuracy of the ANN inference is reduced through a reduction of the precision of the weights and/or activations of the model. However, this reduction […] is acceptable in order to maintain a stable gaming experience (e.g. smooth perceived animation and maintained resolution) for the user.

Why it matters: By avoiding the drawbacks of dynamic internal resolution and frame rate drops during high GPU loads, upscalers would reduce or eliminate visual artifacts and other performance anomalies and feel even more natural to gamers.

The flowcharts show how PSSR would use real-time quantization.
The flowcharts show how PSSR would use real-time quantization.

Sony’s patent, called “GRAPHICS PROCESSING,” says developers would no longer have to drop their titles to lower internal resolutions to boost upscaler performance. Real-time quantization would just lower the precision of CNN weights when GPU load spikes.

Dynamically lightening the AI workload would enable higher internal resolutions and more consistent FPS. Sony claims current MFSR upscalers hurt FPS and visual quality under heavy load, especially in fast-paced games.

When an application or game has a high load point then the framerate of the MFSR graphics output can suffer, leading to a reduced quality experience for the user. This is particularly problematic in fast-paced games.

PSSR would be able to switch between different CNN precisions depending on GPU load and performance drops.
PSSR can switch among different CNN precisions based on GPU load and performance degradation.

Sony’s PSSR improvement would make it a great contender against other options, as none of the mainstream upscalers rely on real-time quantization. Rather, current upscalers use only pre-trained, fixed-precision models.

Sony has previously patented several other unique concepts, such as one that aims to shrink the size of 100GB AAA games to just ~100MB by streaming assets, and another one that reveals a generative AI system to create personalized podcasts for gamers.

Do you think the new Sony patent will be materialized as one of the next big upgrades for PSSR? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Xbox Co-Founder Says New Head’s Appointment Is A Step Towards Sunsetting The Company

Story Highlight
  • The original Xbox’s designer is skeptical about the future of Xbox following the new head.
  • He says her appointment is an indication that the Xbox brand might be slowly put to bed.
  • Microsoft is focusing on everything AI, and Xbox doesn’t seem like a part of it.

Xbox has been on a downward slope for the last few years. Its console sales are struggling, and even its software is not doing that well. To add fuel to the fire, it recently had a huge leadership shakeup, and a new head was appointed. 

The original console’s designer and Xbox’s co-founder suggests that Phil Spencer’s retirement and Asha Sharma’s appointment are a step towards completely shutting down the gaming giants, and the new head is acting like a “care doctor”. 

Why it matters: In recent years, there have been lots of talks about Microsoft shuttering its console business, but completely shutting down the Xbox brand would be a shocking move regardless of the current reputation. 

Asha Sharma Xbox
Xbox founder says that the new head will slowly sunset the company 

Talking to GamesBeat, Seamus Blackley said that Microsoft’s appointment of an AI executive as the head of gaming isn’t just a coincidence. Instead, everything non-AI, like Xbox, might be shut down for good. 

They don’t say that, but that’s what’s happening. I expect that the new CEO, Asha Sharma, her job is going to be as a palliative care doctor who slides Xbox gently into the night.

– Seamus Blackley

Sharma’s job is going to be a palliative care doctor who slowly sunsets the Xbox brand. In fact, there have been rumors that Phil wasn’t supposed to retire, but he was forced into it by Microsoft. 

xbox phil spencer
Phil Spencer was reportedly forced to retire early

Blackley weighed in on the situation, saying that the CEO is very AI-oriented and he would’ve wanted someone related to that taking over from Phil. The future of the gaming giants doesn’t seem that bright for now. 

Anyhow, Sharma has shown intent in reviving the brand. Now, if that is just to keep the audience happy will be seen, but if Blackley’s comments turn out to be true, this will be a disaster for the gaming industry. 

What are your thoughts on Microsoft completely shutting down its gaming division? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum.

Bluepoint Games Pitched 2 Remakes Before Closure But Both Were Rejected

Story Highlight
  • Bluepoint Games reportedly pitched four new projects, including two remakes, before its closure.
  • Two of these were remakes based on existing single-player PlayStation IPs.
  • PlayStation rejected the pitches, fearing the viability in the current market.

Following immense disappointment last week, Sony’s closure of Bluepoint Games has only now begun to set in. Many still believe this closure is a huge missed opportunity due to the current demand for remakes in the industry.

In fact, a report suggests that Bluepoint Games intended to make a remake for Sony not too long ago. The studio even pitched two remakes to Sony, both of which were rejected.

Why it matters: PlayStation has a huge back catalog of games from the PS2 and PS3 eras that could use the remake treatment, especially given that its own big-budget AAA releases take so long to come out now.

Bluepoint Games
The Studio Worked On Various Remasters And Remakes In The Past

According to Detective Seeds’ latest report after conversations with former employees, Bluepoint Games followed up on the cancellation of the God of War live-service project with multiple pitches to Sony.

The studio is said to have pitched as many as four titles, two of which were remakes based on single-player PlayStation IPs. According to the report, Sony believed neither of these games would succeed in today’s market and quickly rejected these pitches.

This became the final nail in the coffin for the studio since pressure was quickly mounting. The report outlines that the God of War cancellation and multiple pitch rejections led to dwindling morale within the team, and many developers had already left the studio by the time it was shut down.

Although the report did not specify which projects were picked for remakes by Bluepoint Games, the likes of Infamous, Sly Cooper, Motorstorm, etc. immediately come to mind as suitable picks. It is possible that the team even pitched remakes for the God of War Greek trilogy.

God of War 2
God of War Trilogy Could Have Been Remade By The Team

The report says that one of the two pitched remakes is now being worked on within Sony by a different studio. As such, it seems Sony has changed its mind on the viability of this project.

Although there is reason to believe that the aforementioned project is the remake of the God of War trilogy, this game may still be a mystery to the public. Anyhow, Bluepoint Games’ situation becomes even sadder knowing the fact that the team hoped to remake an existing PlayStation IP prior to being shuttered.

What do you think about this report? Would you have wanted another remake from the team? Visit the Tech4Gamers Forums to continue the discussion.