The Steam Machine Is Still On Time And The New Xbox May Appear Next Year
There is good news for fans of console gaming and for those hoping to get their hands on a Steam Machine. There were many worries that the great DDR shortage would mean…
There is good news for fans of console gaming and for those hoping to get their hands on a Steam Machine. There were many worries that the great DDR shortage would mean…
Our least favourite RAM devourer announced a $100 billion investment deal with NVIDIA last September, but no money or products have changed hands as far as Ars Technica or anyone else…
An unofficial VR port of the classic N64 first-person shooter Perfect Dark is well underway.
Created by Alex Le Tux, the VR port will be coming as a standalone app for Meta Quest headsets, and is derived in part from the Perfect Dark decompilation project from 2022.
Alex Le Tux recently uploaded footage of the VR port to their YouTube channel, where the video description lists the build as "experimental" and not suitable for public release. That said, the video, which shows the player running through Perfect Dark's memorable opening level "dataDyne Central: Defection," seems to be running beautifully with head tracking and motion control aiming.
If the response on social media is any indication, the quality of this Perfect Dark port has people pretty excited, with many commenters frothing over the possibility that we'll soon see a fully playable build, plus other VR ports of classic decompiled games.
VR ports of classic games have become an increasingly popular idea in recent years, almost exclusively driven by fans, indie devs, and open-source communities. Among the notable contributions are those from Team Beef, whose unofficial VR ports of classic PC games like id Software's Doom, Quake II, and Lucasarts' Jedi Knight games have been so well-received that they even grabbed the attention of id co-founder John Carmack.
Beyond ports alone, excitement around VR emulation of classic games and consoles has also blossomed in recent years. For instance, Virtual Boy Go is an open-source emulator that allows Nintendo's infamous foray into "VR" hardware to live on via Quest headsets. Projects like this demonstrate the ways that VR can serve not only as a preservation tool for classic games, but as a better, more immersive way to experience the classics.
UploadVRJames Tocchio
As for Alex Le Tux's Perfect Dark port, we'll keep an eye on this one and be sure to update you all with any and all future developments.


The era of cheap, abundant RAM is ending, according to new analysis from data‑centre intelligence firm DC Byte. The analysts say memory prices are rising, availability is tightening, and AI workloads are now dictating how global supply is allocated, although consumer-facing companies can combat this with longer life cycles, software optimisation and careful planning.
DC Byte argues the core issue isn’t a shortage of factory capacity but a deliberate industry pivot. Manufacturers are shifting production away from DDR5 and toward High Bandwidth Memory (HBM), which has become essential for AI accelerators. HBM requires more complex packaging and consumes significantly more wafer capacity, reducing the volume of traditional RAM available to the wider market. We have already seen at least one example of this shift in the market, as Micron confirmed a short while ago that it would be killing off its consumer facing brand and moving more towards supplying data centre customers.
The surge in AI demand has also led to large operators securing multi‑year supply agreements that insulate them from volatility. DC Byte points to major hyperscale projects like OpenAI’s Stargate as examples of deployments capable of absorbing a substantial share of global memory output. The end result is less supply to go around for consumer-oriented tech products.
The analysis suggests that companies may need to shift their planning for future product cycles. Memory procurement is now a strategic risk factor and reduces the margin for error. Architectural decisions may need to be made earlier and companies may face less predictable volumes.
The RAM situation may ease eventually though. Right now, the industry is in a transition period but as the number of HBM production lines increases, the squeeze may ease up on memory typically destined for the consumer market. Companies can also adapt to the new reality by focusing on software efficiency to extract as much value out of its chips as possible. The days of throwing more RAM at a problem might be over, but software developers can navigate this as they have in years past.
That last note could be of particular importance in the gaming market. Over the past few hardware generations, developers have relied less on careful memory management within games as graphics cards and video game consoles continued to up the ante with plentiful memory resources. Moving forward, developers may need to tighten things up, as 8GB GPUs and lower capacity memory kits become the norm.
KitGuru Says: While there aren't a lot of positives to be found amid rising component costs, longer life cycles of current technology could lead to less FOMO-driven upgrades and a greater focus on software optimisation from developers could be hugely beneficial as well. Perhaps Windows developers will finally cut out some bloat and game developers will stop asking for endless amounts of video memory to achieve smooth performance.
The post DC Byte analysis warns the era of ‘cheap and abundant RAM’ is over first appeared on KitGuru.The rising costs of memory in recent months has led to a number of issues in the consumer electronics space. While Sony had planned ahead and stocked up to avoid raising the price of PS5 consoles, Microsoft did not and ended up raising prices. During its recent earnings call, Nintendo was asked if the Switch 2 would be impacted. The answer? No, for now at least.
Speaking on the call (via VGC), Nintendo president, Shuntaro Furukawa, answered a question about rising memory costs and the impact it may have on the Switch 2, saying that while it may have to revise its pricing if component costs rise, it is in talks with suppliers to ensure steady supply. Furukawa also does not expect to need a price increase during the current fiscal year, ending on March 31st 2026.
This does mean that the price of the Switch 2 console could rise later down the line, but for now, Nintendo has done a good job of producing a large number of Switch 2 units and keeping the console readily available for consumers. It has not been difficult to purchase a Switch 2 in its first six months on the market and that shouldn't change this year either.
Nintendo also has the benefit of being able to survive a small drop in profitability on hardware sales due to the cut it gets of every software sale after the fact. As a result, Nintendo won't jump to raise Switch 2 prices over what could potentially be a short-term pricing trend.
KitGuru Says: Do you think we will see more console price hikes this year due to component costs?
The post There will be no imminent Switch 2 price hike amid rising RAM costs first appeared on KitGuru.Logitech G has expanded its audio lineup with the introduction of the G325 Lightspeed Wireless gaming headset, a device designed to bridge the gap between entry-level pricing and performance-tier features.
The G325 headset appears to be a successor of sorts to the G435, retaining a light chassis that weighs in at just 212 grams. The core of the G325 is its dual-mode connectivity, offering both low-latency 2.4GHz Lightspeed wireless via a USB dongle and Bluetooth 5.2 for mobile devices, allowing for supposedly seamless transitions between PC, console, and smartphone gaming.
Internally, the G325 features 32 mm drivers supporting 24-bit audio, which Logitech says will provide better detail for spatial awareness in competitive titles. Perhaps the most notable design choice is the omission of a traditional boom microphone. Instead, the G325 utilises an integrated dual-beamforming mic array tucked into the earcups, which leverages AI-powered noise reduction to filter out background clatter without the need for a protruding arm.
Battery life is rated at over 24 hours of continuous playback, which falls short of the triple-digit endurance seen on flagship competitors but remains competitive for its segment. The headset features full integration with the Logitech G Hub software for EQ and mic customisation and is launching in three colourways: lilac, black, and white. The Logitech G325 Wireless gaming headset is now available for £69.99/€79.99/$79.99.
KitGuru says: Logitech seems to be doubling down on the “lifestyle” aesthetic with the G325. By ditching the boom mic and keeping the weight exceptionally low, the headset can transition from a Discord raid to a commute without drawing too much attention.
The post Logitech G325 gaming headset debuts with 24-bit audio and dual-mode wireless first appeared on KitGuru.The production team behind Amazon Prime's Fallout series were eager to get the ball rolling on Season 2 after the success of its debut. Now, it appears that they are looking to shrink the gap between seasons even further, with filming set to begin fairly soon.
Fallout season 3 will reportedly begin filming on May 1st 2026, meaning pre-production is well under way and scripts have already been written. Several sets from prior seasons will also be re-used in the next season.
Filming will take place over several months and then after that, post-production work and editing will take place. Around 20 months had passed between Fallout Season 1's premier and the debut of the second season. Season 3 could feasibly shrink this further to an under 18-month gap.
Fallout Season 2's finale premiers this week, so fans will be eagerly awaiting news of the third season. It won't be coming until next year, but the wait will be far easier on fans compared to most TV shows in the streaming era.
KitGuru Says: Did you enjoy Fallout season 2? Are you looking forward to the third season?
The post Fallout season 3 will begin filming much sooner than anticipated first appeared on KitGuru.OCBase has entered into a collaboration with Intel to integrate a dedicated processor-tuning tool directly into OCCT. This new functionality is debuting with native support for the recently launched Intel Xeon 600 “Granite Rapids-WS” workstation processors, marking a shift for OCCT from a purely diagnostic tool to a more comprehensive performance-tuning platform.
The new tool allows users to manipulate core frequencies and other critical parameters on the fly, potentially eliminating the need to toggle between the BIOS and various third-party utilities during a session. According to OCBase (via Vortez), a new dedicated “System Tuning” section will be added to the application, specifically targeting Intel's unlocked models.
The tool is claimed to offer granular per-core clock adjustments and precise voltage modifications, all of which can be performed while a stress test is actively running. This live iteration approach is supposed to significantly reduce the time required to validate a stable overclock, as users can reportedly observe real-time stability impacts without restarting their validation workflows.
The update is also coming to Linux platforms, broadening the tool's appeal. Beyond the technical features, the partnership includes an aesthetic overhaul, with a new Intel-branded skin featuring the company's signature blue and white colour palette. While the tuning suite is currently in closed beta, a public release is reportedly scheduled for the coming weeks. Assuming the final implementation maintains the precision seen in early teases, it could provide a more streamlined alternative to Intel's own Extreme Tuning Utility (XTU) for professional and enthusiast audiences alike.
KitGuru says: The transition of OCCT into an active tuning tool is a logical step for such software. For now, it may be limited to Granite Rapids CPUs, but with the foundation laid, we may be able to tune any unlocked Intel CPU using OCCT in the future.
The post Intel and OCBase collaborate on direct processor tuning for Granite Rapids first appeared on KitGuru.After several delays, it appears that Grand Theft Auto 6 will finally launch this year. During its recent earnings call, Rockstar parent company, Take-Two, reaffirmed the November 2026 release date, while also adding that marketing for the game will ramp up over the summer.
Speaking to IGN, Take-Two CEO, Stauss Zelnick said: “Our execution throughout Fiscal 2026 has been extraordinary and we are highly confident as we approach Fiscal 2027, which promises to be groundbreaking for Take-Two and the entire entertainment industry, led by the November 19th release of Grand Theft Auto VI with Rockstar’s launch marketing set to begin this Summer”.
The statement confirms two things – that Grand Theft Auto 6 is still on track for its November release date, and that we'll start to see more footage of the game over the summer, likely including a new trailer and the first details of the new GTA Online mode.
Unfortunately for PC gamers, there is no release date yet for the PC version of the game. At launch, Grand Theft Auto 6 will only be available on Xbox Series X/S and PS5 consoles. However, a PC version is expected to arrive in 2027.
KitGuru Says: Grand Theft Auto 6 has some lofty expectations to live up to. One has to hope that the single-player mode hasn't suffered in favour of the multiplayer component, which has been Rockstar's primary focus since shipping GTA V.
The post Grand Theft Auto 6 remains on track for November 2026 first appeared on KitGuru.Just as the rumours predicted, today Nintendo officially announced plans for its next direct showcase. As previously claimed, this Nintendo Direct will focus on ‘partner' games, so we'll be getting fresh port announcements for the Switch 2, and maybe one or two new game reveals, rather than any first-party news.
The Nintendo Direct partner showcase takes place tomorrow, February 5th, starting at 2PM UK time. The stream will go on for around 30 minutes, showcasing new titles for both the original Nintendo Switch and the Switch 2.
Current rumours point towards titles like Baldur's Gate 3, Final Fantasy 16 and Clair Obscur: Expedition 33 being announced. Fans are also hoping to see the Kingdom Hearts trilogy finally make their way over. While the Kingdom Hearts games did appear on the Switch 1, they were only available via cloud streaming, but with the Switch 2 now available, it should be possible to get native ports.
As noted previously, as this is a partner showcase, we are not expecting to see any information on upcoming Switch 2 exclusives from first-party studios. That means no updates on the likes of Zelda, Mario or Pokémon. First-party titles will get their own showcase later in the year.
KitGuru Says: Will you be tuning in to the Nintendo Direct tomorrow?
The post Nintendo Direct returns tomorrow with a new partner showcase first appeared on KitGuru.The relative stability of the graphics card market appears to be under threat once again as new reports suggest that AMD's RDNA 4 lineup is facing a fresh wave of price increases.
Previous pricing adjustments have already seen retail GPU prices drift upwards on specific cards. Now, according to new posts on the Board Channels forum (via Videocardz), another price adjustment may arrive around February or March.
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In addition to the potential price increases, it has also been claimed that AMD is shifting its production strategy to focus on its 8GB graphics cards. A similar report also claimed that Nvidia was doing the same due to rising memory costs.
KitGuru says: We will have to wait and see if there is any impact in the retail channel.
The post AMD reportedly begins prioritising production of 8GB graphics cards first appeared on KitGuru.On one hand, Catana: Red Flowers is a violent, fast-paced action game in the mold of Joy Way’s STRIDE, complete with rooftop parkour and katana combat. On the other, it’s a low-stakes restaurant management sandbox in which you cook meals and serve drinks to anthropomorphic aquatic weirdos. Each game mode will appeal to a specific audience. For me, neither quite landed.
The VR world caught its first glimpse of Joy Way’s Red Flowers during the 2022 UploadVR Winter Showcase, where it presented as a new take on the studio’s successful parkour action game STRIDE. In the original trailer (and subsequently released demo), Red Flowers allowed players to dash, jump, and scramble their way along the rooftops of an Asia-inspired cityscape, slashing endless Yakuza-like bad guys with a razor-sharp katana. It was dark, violent, and visceral.
As released this past January, Catana: Red Flowers does include some of what we saw in that demo. But it comes with something else, too. In fact, Catana: Red Flowers, as it has eventually arrived, is two games in one.
The fast-paced, violent, parkour action of the original Red Flowers demo is still here, we simply hold our katana with paws instead of hands. That’s because Catana: Red Flowers’ player character is a cat, complete with retractable claws and a penchant for meowing.
This unexpected tonal shift slightly softens the edges of the original Red Flowers demo (though there’s still an extreme amount of gore unless toggled off in the options menu), but the real departure comes later. When we’ve finished our rooftop scramble, the game reveals its second half. Catana: Red Flowers is also a restaurant management, physics sandbox game.

Between combat runs, players will return to a hub world populated by funny-looking anthropomorphic fish and frogs, who also happen to be customers of the player’s grandfather’s restaurant (weird). Grampa’s sick, or drunk, and it’s up to the player to man (or cat?) the shop in his absence. Here you prep food, cook meals, serve drinks, and fulfill orders under extremely light time constraints. Completing orders earns money, which can be spent on upgrading the restaurant or unlocking cosmetic items.
The hub world also offers a number of optional diversions; a fishing hole, secret areas to explore, special drinks which alter the inhabitants therein (think, low gravity, inflating their heads, forcing them to move in slow motion, etc.), and more. These all provide some much-needed levity to the game’s darker action stages.

On its own, the restaurant mode is solid. The hub world is gorgeous, the music is great, the physics interactions are silly and fun, and running the restaurant is functionally adequate, too. Orders are easy to understand, mechanics work as expected, and the roadmap of progression is clearly articulated. For players who enjoy “chore games,” Catana: Red Flowers’ hub area will be appealing, as there’s always something demanding your attention, always another order to fill.
But this mode never really lands. There’s nothing particularly challenging about the restaurant management portion of the game, nor am I too motivated to grow the business, since the whole thing boils down to simple, endless repetition. They want a fish, cook a fish, serve a fish, repeat forever.
Developer comments in places where the game has been reviewed have indicated that the low-stakes, low difficulty of the game’s restaurant management hub is intentional. It’s designed to be a place to unwind after a few frantic runs through the game’s violent, high-stakes, reflex-fraying parkour kill-a-thons. And I appreciate that. The problem is that I don’t find the action stages of the game particularly appealing either.

While the frantic runs through the visually interesting cityscapes are fast-paced and initially exciting and slicing up Yakuza on the fly can be fun, the novelty quickly wears thin. The controls, while mechanically sound, are tedious. To run, we must pump our hands up and down, which is imprecise, and tiring. Launching to grapple-able objects requires a combination of button presses and physical movements which, while not difficult, is annoying. Dashing is oddly linked to slashing with our katana, which is fine, but just doesn’t feel particularly fun.
For a game mode which essentially hangs its whole identity on speed-runs and timing, the controls just don’t hold up. Call it a skill issue, but there were too many instances of plummeting to my death or failing to medal due to janky controls. Practice makes perfect, but I’m not really motivated to practice.
My criticisms noted, it’s easy to imagine a different response from players who enjoy the speed, action, and violence of Joy Way’s other parkour action games, like the extremely successful STRIDE. And of course, players who enjoy simply being silly in a sandbox or managing a virtual shop will consider the hub world the heart of Catana’s gameplay. Naturally, for players who enjoy both types of games in VR, Catana: Red Flowers is an obvious grand slam.
Catana: Red Flowers is available now on the Meta Horizon Store for $14.99.

