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index.feed.received.today — 22 avril 20251.3 🖥️ Tech. English

Cult of the Lamb is now Devolver Digital’s best-selling IP

22 avril 2025 à 17:50

Devolver Digital, the publisher behind indie hits like Hotline Miami, Cult of the Lamb, and The Talos Principle, has revealed the impressive financial performance of some of its key titles. According to its FY24 investor presentation, Cult of the Lamb, along with its released DLC content, has generated over $90 million in lifetime revenue, making it the highest-revenue IP in the company's portfolio.

According to Devolver Digital's investor presentation (via PC Gamer), the action roguelike from Massive Monster, which debuted in 2022 and has enjoyed consistent post-launch support with four DLC expansions released and numerous free updates, has become a standout success in Devolver Digital's portfolio. Notably, the release of the Pilgrim Pack DLC in August 2024, which included a new interactive digital comic, triggered a significant 280% surge in income for that month.

Beyond Cult of the Lamb, the sandbox adventure game Astroneer has also proven to be a strong performer, generating nearly $80 million in lifetime revenue. Astroneer became a first-party brand for Devolver Digital following the acquisition of its developer, System Era Softworks, in November 2023. The game's first paid DLC, Glitchwalkers, launched in 2024 and contributed to a 20% year-over-year increase in Devolver Digital's overall back catalogue sales, demonstrating the continued revenue potential of established titles through paid expansions. Stronghold, a franchise developed by Firefly Studios and acquired by Devolver Digital in 2021, has also achieved significant financial success, generating over $50 million in lifetime revenue. Other IPs from Devolver include Serious Sam, Gungeon, Shadow Warrior, Hotline Miami, The Talos Principle, Reigns and Gorn (in descending order for highest revenue).

A key insight from the presentation is that Devolver Digital has observed a trend that gamers are spending more time on known IPs as opposed to new IPs, which has already been claimed in various circles. As a result of this observation, the company has announced a strategic shift towards further investing in its popular IPs in various capacities, suggesting a focus on building upon established successes rather than primarily pursuing entirely new intellectual properties.

KitGuru says: Were you surprised by the list of highest revenue IPs from Devolver? Have you already tried Cult of the Lamb?

The post Cult of the Lamb is now Devolver Digital’s best-selling IP first appeared on KitGuru.

Apple pursuing idea of an all-screen iPhone with a wrap around display

Apple continues to research and protect the idea of an iPhone that features a curved touch-sensitive screen wrapping around the entire device.

Detail from the patent showing one form of wraparound iPhone display
Detail from the patent showing one form of wraparound iPhone display

Apple files countless patent applications every year, and it is granted something like countless minus one. Just because there's a patent, just because it's been granted, it does not follow that Apple will make whatever the idea is — except sometimes, surely, it must be very keen.

Perhaps especially now when Apple has been granted a patent — that it has already been granted. This happens when the company puts through an amended version after the original is granted, and very often it's close to impossible to spot what has changed.


Continue Reading on AppleInsider | Discuss on our Forums

Windows 11 can be squeezed onto an iPad Air, with big caveats

A developer has managed to get a version of Windows 11 running locally on an iPad Air, but don't expect an official release anytime soon.

Tablet displaying a Windows operating system with a blue abstract background. The start menu is open, showing various application icons and a search bar.
An example of what Windows 11 could look like on an iPad

The nature of Apple's mobile devices means you can't install any other operating systems on them other than iOS or iPadOS. However, as one developer has worked out, it's possible to get Windows to run on an iPad.

In a video posted to YouTube on Sunday, a developer under the pseudonym "NTDev" shared how he got Windows 11 going on an iPad Air, equipped with the M2 chip. Normally not possible under typical conditions, the video shows that the PC operating system can be set to run as a virtual machine.


Continue Reading on AppleInsider | Discuss on our Forums

Future MacBook keyboard could have customizable aluminum keys

Apple is working on how to make a perforated aluminum keyboard chassis with keycaps that incorporate an array of LEDs that can change what is displayed on each key.

New Apple Keyboard could be made from aluminum
New Apple Keyboard could be made from aluminum

Apple files all sorts of patents in order to cover its intellectual property and research from potential copycats — even if the technology is never used. Some patents tend to be incredibly vague or difficult to determine until the product is introduced in reality.

That mostly describes the latest such filing, a newly-granted patent that describes a futuristic MacBook keyboard that can change what is displayed on the keys. However, unlike previous touchscreen keyboard concepts, this would use physical keys and LEDs to perform the trick.


Continue Reading on AppleInsider | Discuss on our Forums

MacBook shipments soared in early 2025 over tariff fears

Apple and other PC makers posted big shipment gains in early 2025 compared to 2024, but the numbers hide a deeper story.

Three MacBook Pros with Apple logos on a white table, against a red brick wall backdrop. Pink and blue lighting illuminate the scene.
MacBook Pro

According to Counterpoint Research, global PC shipments rose 6.7% year over year in the first quarter of 2025, reaching 61.4 million units. That headline figure, though, deserves a closer look.

Much of the uptick came from vendors rushing to ship products before new U.S. tariffs take effect, meaning the spike reflects inventory movement, not consumer demand.


Continue Reading on AppleInsider | Discuss on our Forums

New Siri chief is replacing existing teams with Vision Pro staffers

Mike Rockwell, the new head of Siri, is reportedly turning over much of the development work to his previous team for Apple Vision Pro.

Colorful infinity-like symbol with neon gradient hues of orange, pink, blue, and purple on a black background.
Efforts to update Siri with Apple Intelligence are now falling to Apple Vision Pro teams

First Apple "fixer" Kim Vorrath moved to the Siri team, then previous head John Giannandrea was abruptly replaced by Apple Vision Pro chief Rockwell. Now, according to Bloomberg, Rockwell has restructured the Siri team specifically to bring in people from his Vision Pro work.

The restructuring has begun with Ranjit Desai, being placed in charge of the underlying Siri system group. Rockwell reportedly told staff that Desai would help Siri reach a "new level" because of his knowledge of "high-performance, low-latency systems."


Continue Reading on AppleInsider | Discuss on our Forums

Future iPhone or iPad screen could unroll like a scroll

Apple is continuing to investigate making roller screens for iPhone and iPad, where a user can pull at the ends to make the display large or small as needed.

Scroll source: Fae on Wiki Commons
It won't look like this - but it could. Apple's patent includes drawings similar to this. (Scroll source: Fae on Wiki Commons

Picture Caesar, or more probably a minion, standing at the Colosseum, holding forth the decree of the land, read from parchment stretched out between two cylinders. Now change Caesar to Tim Cook, switch Apple Park for the Colosseum, and you're seeing how Apple might introduce a future roller iPhone.

It's not likely to happen at this year's iPhone 17 launch, and actually it may never happen at all. Apple's latest exploration of this roller display idea comes in a newly-granted patent, and Apple applies for thousands of patents a year.


Continue Reading on AppleInsider | Discuss on our Forums

Apple offers visionOS support to the Godot game engine

Apple is continuing its push to bring more games to its platforms, with the latest involving an offer to add visionOS support to the Godot game engine.

Blue, stylized robot face with VR-like goggles beside bold text reading 'GODOT Game engine' on a soft gradient, abstract background.
Apple has pledged visionOS support for Godot

Apple has been gradually making more of an effort to encourage developers to make their games available on macOS and its ecosystem as a whole. Now, it seems that it's trying to get more gaming content for the Apple Vision Pro.

A pull request on the Github page for Godot, a free and open-source game engine, has Apple making an offer to help the engine work on Apple Vision Pro. The request, by Ricardo Sanchez-Saez of the visionOS engineering team, states that Apple wants to contribute Vision Pro support to the Godot engine.


Continue Reading on AppleInsider | Discuss on our Forums

NAD told Apple to modify or discontinue certain Apple Intelligence feature claims

Apple's artificial intelligence rollout has been anything but smooth, so much so that the BBB National Programs' National Advertising Division spurred the company to rethink its claims to customers.

Person presenting various Apple software features on a large screen, including Siri updates, writing tools, image playground, and natural language search, in a futuristic room.
Apple's promoting of Apple Intelligence features branded as problematic by BBB's NAD

Apple's had a rough time trying to get its artificial intelligence, which it calls Apple Intelligence, into the hands of its customers. Between backlash over incorrect notification summaries and multiple delays, it seems like Apple can't catch a break.

On Tuesday, the National Advertising Division (NAD) released a statement chiding Apple for dishonest advertising. The division had launched an inquiry into the matter after receiving claims that the company had been promoting features that did not yet exist.


Continue Reading on AppleInsider | Discuss on our Forums

Snag Apple's M4 MacBook Air for $929 & save $300 on Samsung 32" M8 monitor (now $399)

Apple's 2025 M4 MacBook Air has a reduced starting price compared to the M3 line, but Apple resellers are discounting the latest laptops even further. Score exclusive deals from $929.

Close-up of a MacBook Air keyboard and screen, displaying app icons. A circular 'Daily Deal' badge is overlaid on the screen's corner.
Grab deals on every 2025 MacBook Air M4.

The 2025 MacBook Air sports Apple's M4 chip with a 10-core CPU, which offers two additional CPU cores over the last-gen M3 line. Upgraded models can also be equipped with up to 32GB of unified memory, making the ultraportable laptop a solid contender for working on the go.


Continue Reading on AppleInsider | Discuss on our Forums

Tariffs not stopping Americans from wanting new iPhones with Apple Intelligence

Investment firm Morgan Stanley's latest US buyer survey shows record numbers intend to upgrade their iPhone — and that they want Apple Intelligence, especially if they can also get a thin or foldable model.

Apple Intelligence being announced at WWDC by Craig Federighi
Apple Intelligence is coming this fall

Morgan Stanley has been rapidly dropping its price target for Apple, starting 2025 at $275, then dropping to $252 in March because of fears of lower than expected iPhone upgrades. Then the company expected Apple to drop to between $200 and $210 because of tariffs, which were then so much worse than anticipated, that it predicted a drop to as little as $172.

So even while it maintained its own price target at $220, Morgan Stanley can't have been expecting a great response from buyers in its latest survey. But according to an investor note seen by AppleInsider, that's what it got.


Continue Reading on AppleInsider | Discuss on our Forums

Bungie's 'Myth' resurrected by fans for modern Mac gamers

An old Bungie favorite has been remastered by fans, with "Myth" now using a new upscaled way to play the franchise on the modern Mac.

Fantasy scene with mythical warriors and monsters, featuring a large 'Myth: Twice Born Edition' title in the center, set against a dark, cosmic background.
A title image for 'Myth: Twice Born Edition' - Image Credit: Project Magma

The Myth series was Bungie's real time fantasy tactics game, which ran from 1997 to 2001 and was available on macOS and Windows. While the series isn't actively being developed by Bungie itself, and ownership of the intellectual property is in question, the franchise is still being worked on by a devoted group of fans.

The April 20 release of Myth: Twice Born Edition is a remaster of titles under the franchise, including the original Myth: The Fallen Lords and Myth II: Soulblighter, up to the "Chimera" expansion pack. The remaster includes upgrades to every display asset, either remastered from the original assets, upscaled from the original sprites, or recreated in the same artistic style.


Continue Reading on AppleInsider | Discuss on our Forums

MSI Claw 8 AI+ Review: Plush And Premium Handheld Gaming

22 avril 2025 à 19:33
MSI Claw 8 AI+ Review: Plush And Premium Handheld Gaming MSI Claw 8 AI+ Windows Gaming Handheld: $899 at Amazon, 7" Model for $799 MSI's second-gen Claw 8 uses an efficient Lunar Lake CPU to deliver better gaming performance and battery life on a gorgeous 8-inch display.   Excellent Gaming Performance Hall-Effect Sticks And Durable Chassis Versatile Thunderbolt 4 Connectivity Large And Vibrant...

The Elder Scrolls IV: Oblivion Remastered is now available

22 avril 2025 à 17:20

The day has finally arrived – the official reveal trailer for The Elder Scrolls IV: Oblivion has released, better yet, the game is available right now on PC, PS5 and Xbox. 

In a behind-the-scenes development video, Todd Howard reflected on Oblivion's 20-year history and the game's position as a defining point in the franchise. The new version aims to keep some of the original's “old charm” intact, according to Todd. The game has a completely fresh look though, with Unreal Engine 5 graphics. The reveal includes comparison footage between the original 2006 game and the new version.

The Elder Scrolls IV: Oblivion Remastered will include the story expansions Shivering Isles and Knights of the Nine, delivering the complete experience from beginning to end. The team at Virtuos describes the remaster as a love-letter to the original and based on the gameplay footage shown, it does look like an impressive upgrade.

Aside from the graphical upgrades, animations have been updated, the UI and UX have been overhauled, combat has received new tweaks and VFX upgrades and some new lines of dialogue have been recorded to aid in differentiating all of the races present in Oblivion.

The Elder Scrolls IV: Oblivion Remastered is available for PC, PS5 and Xbox Series X/S now. It is also available via Game Pass.

Discuss on our Facebook page, HERE.

KitGuru Says: What did you think of the Oblivion Remastered reveal? Will you be picking this up? 

The post The Elder Scrolls IV: Oblivion Remastered is now available first appeared on KitGuru.

Remedy drops new gameplay trailer for FBC: Firebreak

22 avril 2025 à 16:30

We've known for a few years now that Remedy has been working on a multiplayer spin-off set in the Control universe. Last year during the Xbox Partner Preview, that game was officially announced as FBC: Firebreak. Now as we approach launch, Remedy has released the second trailer for the game. 

FBC: Firebreak will see teams of three FBC employees taking down threats throughout The Oldest House. The game's director, Mike Kayatt, was quick to set expectations – this is less of a ‘Control spin-off' and more of its own fully formed game. It just happens to take place in The Oldest House setting.

The new gameplay trailer showcases various weapon types at the player's disposal. In a squad, players will be tasked with keeping the anomalies housed in The Oldest House at bay.

FBC: Firebreak will release on PC, PS5 and Xbox Series X/S later this year. A release date announcement could be coming soon though, as Remedy will be holding a livestream at 6PM BST on the 24th of April.

KitGuru Says: Will you be giving FBC: Firebreak a chance when it drops in a few months' time? 

The post Remedy drops new gameplay trailer for FBC: Firebreak first appeared on KitGuru.

DeepCool launches CH260 and CH270 DIGITAL Micro-ATX PC cases starting at €64.99

22 avril 2025 à 15:45

DeepCool has its new CH260 & CH270 DIGITAL Micro-ATX cases ready for launch. These are larger versions of the CH160 and CH170 Digital Mini-ITX cases, presenting a larger but still compact solution for enthusiasts balancing performance with space efficiency.

The CH260 & CH270 DIGITAL offer an expanded form factor that accommodates full-size GPUs up to 388mm (413mm without front fans) and ATX-sized power supplies, supported by a removable mounting bracket. Wrap-around mesh panels ensure airflow to all components and there is room for a 360mm radiator, so you can fit a high-performance AIO cooler in. The CH270 DIGITAL is equipped with a vertical base, with a digital display bar integrated at the base of the case to monitor your system vitals in real time. The status mode can switch between CPU, GPU, and PSU.

Key Features Include:

  • Enhanced compatibility: Compact size with Micro-ATX support.
  • Superior Airflow: Mesh panels and six fan mounting positions ensure efficient cooling.
  • Spacious Interior: Room for full-size GPUs and ATX PSUs.
  • Max Cooling: Support up to 360mm radiators.
  • Modern Ports: Dual USB 3.0, USB Type-C Gen2, and an audio/mic combo jack.
  • Easy Maintenance: Tool-free access, removable dust filters, 4 PCIe baffles.

The CH260 will be available in black or white, priced at €64.99 and €69.99 respectively. The CH270 DIGITAL is priced at €84.99, or €89.99 for the white version.

KitGuru Says: Would you like to build a system in one of these? 

The post DeepCool launches CH260 and CH270 DIGITAL Micro-ATX PC cases starting at €64.99 first appeared on KitGuru.

Steel Seed, RuneScape: Dragonwilds and more get DLSS support

22 avril 2025 à 15:00

Every week, Nvidia announces new games getting DLSS support. Things aren't slowing down any time soon, with six more titles set to sport Nvidia's highly-rated upscaling technology.

The big highlight this week is Steel Seed, a stealth-action adventure game set in a dark Sci-Fi world. The game will support DLSS, Frame Generation (RTX 40 only), Multi-Frame Generation (RTX 50 only), and Nvidia Reflex to keep system latency as low as possible.

Tempest Rising, the new RTS game from Slipgate Ironworks, is also getting support for DLSS Super Resolution and Frame Generation.

The newly released remake of one of the 2010s best indie games, The Talos Principle: Reawakened, gets support for DLSS and Frame Generation, but not Multi-Frame Generation. The Early Access release of RuneScape: Dragonwilds has support for DLSS and Frame Generation, and DLAA.

Clair Obscur: Expedition 33 and Commandos: Origins round out this week's list of games to get DLSS support.

KitGuru Says: Are you installing any of this week's new releases? 

The post Steel Seed, RuneScape: Dragonwilds and more get DLSS support first appeared on KitGuru.

Steel Seed Review – A Familiar but Satisfying Tribute

22 avril 2025 à 15:00

Steel Seed

In the recent past, we have seen the rise of titles heavily inspired by gaming greats that offer an enjoyable time thanks to the high quality of their experiences, which makes it easy to see past the almost complete lack of innovation. At the same time, some of these games allow fans of genres that don't see much representation nowadays to experience more of what they love. This is exactly what Storm in a Teacup's Steel Seed is: a very solid action-adventure game that immediately brings the Uncharted series, and in turn, other games that have been heavily inspired by […]

Read full article at https://wccftech.com/review/steel-seed-a-familiar-but-satisfying-tribute/

be quiet! targets PC-building newcomers with System Power 11 PSUs

22 avril 2025 à 14:15

A week ago, be quiet! launched its new line-up of gaming peripherals but the announcements aren't stopping there. To cap off a busy April, be quiet! has now launched its new System Power 11 series of power supplies, which are said to be best for efficiency-oriented busy builders.

The new System Power 11 power supplies come available in 450W, 550W, 650W and 750W capacities. They are also built with the latest standards in mind, so you'll get ATX 3.1 and PCIe 5.1 compatibility. On the efficiency side, all models are 80Plus Bronze certified. Each model, with the exception of the 450W model, comes with a 12V-2×6 connector too, so it is ready out-of-the-box for new-gen graphics cards.

Speaking on be quiet's new entry-level PSU line-up, be quiet! CEO, Aaron Licht, said: “System Power 11 brings the latest power standard to an extremely competitive segment. By combining ATX 3.1 readiness, solid efficiency, and the whisper-quiet operation our brand is known for, we’re giving builders everything they need for modern systems”.

All System Power 11 models feature a temperature-controlled 120mm fan that provides optimal cooling while maintaining the low noise levels be quiet! is renowned for. A comprehensive set of safety protections including overcurrent (OCP), overvoltage (OVP), undervoltage (UVP), overload (OPP), short-circuit (SCP), and overtemperature (OTP) helps safeguard valuable components.

be quiet! System Power 11 power supplies will be available starting on the 6th of May, priced at €49.90 for the 450W model, and going up by €10 for each subsequent model, up to €79.90 for the 750W version.

KitGuru Says: The System Power 11 series looks to be very builder-friendly with compliancy for all of the latest standards, a 5-year warranty and a low price tag to suit builds on tighter budgets.

The post be quiet! targets PC-building newcomers with System Power 11 PSUs first appeared on KitGuru.

GAMEMAX unveils the Blade Concept PC case with open-frame layout

22 avril 2025 à 13:00

GAMEMAX is showcasing its most ambitious PC chassis yet. The new Blade Concept ATX PC case is designed for high-end gaming builds, with a striking lion-inspired design and a semi open-frame layout.

The Blade is GAMEMAX's new flagship case. It features an eye-catching front panel with perforations for airflow, along with a dust filtering mechanism to keep dirt and debris from getting through. The chassis is precisely constructed with all-metal CNC machining, laser cutting and molding.

Instead of a side-panel window, there is a cut-out for an open-frame approach to cooling, this also makes your hardware easily accessible for maintenance, cleaning and future upgrades.

For connectivity, GAMEMAX has equipped the Blade chassis with a modern swappable I/O panel that can be placed on either the left or right side of the case. It is installed on the left by default, but the option is there for someone with a reverse layout in mind. The I/O panel includes dual USB 3.1 ports and one Type-C Gen2 port.

The BLADE CONCEPT supports up to ATX motherboards with an included PCIe 4.0 PCIe Riser for vertical graphics card mounting. The chassis supports up to 360mm radiators and is designed with custom liquid cooling in mind. When the case hits stores, it will cost around $240.99.

KitGuru Says: Would you like to build a new gaming rig in one of these? 

The post GAMEMAX unveils the Blade Concept PC case with open-frame layout first appeared on KitGuru.

How Apple's new Machine Learning research will help Apple Intelligence get smarter

Apple's machine learning researchers have worked on myriad ways to improve Apple Intelligence and other generative AI systems, as its research papers accepted by a major AI conference demonstrate.

A glowing, multicolored geometric shape with interwoven loops on a black background.
Apple Intelligence is Apple's current technology obsession

The creation of Apple Intelligence and other machine learning tools at Apple requires a lot of research. This is both for improving existing offerings and for future services that Apple doesn't offer its users just yet.

While Apple has offered glimpses into this work in previous releases, a selection of papers accepted by the Thirteenth International Conference on Learning Representations gives more of a look into the work.


Continue Reading on AppleInsider | Discuss on our Forums

iPhone 17e may be nearing test production ahead of a 2026 launch

Another rumor about the expected iPhone 17e claims that Apple is close to starting trial manufacturing of it, about a year before it's due to launch.

A smartphone on top of a closed spiral notebook with a pen beside it, near a laptop keyboard.
iPhone 16e is a great budget device, though we miss MagSafe

The only previous rumor about an iPhone 17e came from leaker "Fixed Focus Digital" in February 2025. Now the same leaker is back to say more, if slightly tediously.

"The transformation of the 17e production line has been put on the agenda...," he or she writes on Weibo (in translation.) "Riddle: There will still be 17e next year, and now it is almost in the trial production stage."


Rumor Score: 🤔 Possible


Continue Reading on AppleInsider | Discuss on our Forums

G.Skill launches first high-capacity 256GB U-DIMM memory kits

22 avril 2025 à 13:30

G.Skill has just revealed an absolute monster of a memory kit. They're rolling out a massive 256GB capacity DDR5 set, comprised of four high-density 64GB modules, validated to run at DDR5-6000 with CL32 timings. 

This kind of capacity and speed is becoming increasingly crucial for the most demanding computing tasks. As content creation workflows become more complex and AI development accelerates, the need for vast pools of high-speed memory becomes vital. G.Skill's high-speed, high-density 64GB modules packed in this 256GB kit directly address this.

G.Skill has already subjected this kit to rigorous stress testing on AMD's latest hardware. They've successfully validated the DDR5-6000 CL32 256 GB kit, configured with AMD EXPO memory overclock profiles. For testing, G.Skill used an Asus ROG Crosshair X870E Hero motherboard paired with the AMD Ryzen 7 9800X3D desktop processor, and the MSI MPG X870E Carbon WIFI motherboard alongside an AMD Ryzen 9 9900X.

G.Skill is already working on making high-capacity kits even faster, with DDR5-7000 at CL38 being a possibility.

KitGuru says: If you needed this much DDR5 memory, would you consider G.Skill's new 256GB memory kits?

The post G.Skill launches first high-capacity 256GB U-DIMM memory kits first appeared on KitGuru.

More evidence points towards Switch 2 release of Assassin’s Creed Shadows

22 avril 2025 à 12:30

Assassin’s Creed Shadows launched around a month ago to solid reviews and strong early sales – representing one of the better entries in the series for quite some time. Though yet to be officially announced, it is all-but-confirmed that Ubisoft’s latest AC title is set to come to the Nintendo Switch 2.

As discovered by ResetEra user ‘–R’ the PEGI (Pan European Game Rating) board seemingly confirmed that the recently-released Assassin’s Creed Shadows is set to come to Nintendo Switch 2.

Though not available on the page listing itself, in going to the board’s homepage it can be seen that Assassin’s Creed Shadows is slated for Nintendo’s upcoming console.

Switch Creed

Back In January, ahead of the official Switch 2 reveal, a leaker claimed that both Assassin’s Creed Mirage and Shadows will be coming to Nintendo’s upcoming sequel system.

Neither Ubisoft nor Nintendo have announced either title, but considering the fact that the PEGI board has Shadows listed for the platform, it is likely only a matter of time before we get an official announcement.

KitGuru says: What do you think of the Switch 2’s launch line-up so far? How much do you think Shadows will cost? What about AC: Mirage? Let us know down below.

The post More evidence points towards Switch 2 release of Assassin’s Creed Shadows first appeared on KitGuru.

Sony’s PS5 rental service is a hit in Japan

22 avril 2025 à 11:45

Last month, Sony announced that they would begin allowing prospective PS5 players to lease a console for a monthly fee in the UK. While we’ve yet to receive any data on how this new program is progressing, a similar service in Japan has proven to be a major success.

As reported by the publication ItMedia (and translated by ResetEra user Neha), Geo Corporation’s PlayStation rental service in Japan is an early success, with the retailer reporting that “nearly 100% utilization is being achieved at roughly half of the stores” – averaging out to around 80% utilisation.

Speaking on this new service, Yusuke Sakai – the manager of GEO's Product Division 1 – claimed “It's been more successful than we expected,” adding: “We started discussing whether we could use our existing rental infrastructure to rent out PS5 consoles. Since GEO also buys used PS5 units, we already have the know-how for maintenance. Launching a PS5 rental service didn't require additional labor or training costs. We can offer it at the industry's lowest price.”

PS5 Japan

Of course, it is worth noting that Japan and the UK are two very different markets and so the success of a program in one region does not dictate its potential in another.

Still, with video game consoles, accessories and titles continuing to increase in price, renting out a console might become the most cost-effective way to engage with video games. We will have to wait and see how the program performs in the UK.

KitGuru says: What do you think of this rental program? Would you consider such a service? What do you think is a fair price? Let us know down below.

The post Sony’s PS5 rental service is a hit in Japan first appeared on KitGuru.

Single-player games still sell more physical than digital

22 avril 2025 à 11:00

Throughout this most recent console generation, we have seen an increasing shift in the adoption of digital gaming media, with physical disc sales continuously falling with each passing year. That said, there remains a strong sect of players who still prefer to purchase their games physically – with as much as 80% of sales being physical in some situations.

As reported by known industry insider Christopher Dring via TheGameBusiness, boxed games remain a major part of the industry in Europe. While we have seen data which states that as much as 75% of all game sales are digital, these stats would also factor digital-only titles into the equation.

According to Dring however, in comparing the digital-physical split only using titles which offer both methods of purchase, the ratio is quite different – with new Nintendo games reaching 80% physical in Europe.

Digital Games

Of course, Nintendo is known for its dominance in the physical realm. That said, even in looking at PS5, the stats are somewhat surprising with 64% of all games sold in Europe being physical (up from 55% in 2023).

That said, such splits are affected by the type of game in question, with single-player titles seeing more physical sales. For example, Helldivers II sales were said to have been just 10% physical in the UK, while Astro Bot reached up to 55% in the region (and 60% physical in Europe).

A full breakdown of all the different games and their sales ratios can be found HERE, but in essence, it seems clear that there is still a massive market for physical game purchases – especially in the single player space. Hopefully this means that Sony won’t be ditching their disc-drive with the inevitable PlayStation 6.

KitGuru says: What do you think of this breakdown? Are you surprised by the ratios? How often do you buy games physically nowadays? Let us know down below.

The post Single-player games still sell more physical than digital first appeared on KitGuru.

Escape From Tarkov will finally reach 1.0 this year

22 avril 2025 à 10:15

Escape From Tarkov is an interesting title. While the game has received its fair share of criticism over the years, no other title has managed to directly compete with the hardcore extraction shooter. Almost a decade on from its closed beta launch, Escape From Tarkov will finally enter 1.0 later this year.

As part of a livestream detailing the future of Escape From Tarkov (collated by ResetEra user Saucycarpdog), the team at Battlestate Games released their 2025 roadmap – revealing some exciting news.

Between now and August, Tarkov is set to receive monthly patches, bringing new events; optimisations; balance changes; AI tweaks and more. By far the biggest news however is the fact that at some point after August – but before the end of 2025 – Tarkov will finally leave its closed beta, officially reaching 1.0 status.

Escape From Tarkov 1.0

Offering more details on the rollout, the team confirmed that their side project ‘Escape from Tarkov Arena’ will come to Steam ahead of the main game’s 1.0 release. That said, the full Tarkov experience won’t come to the platform until after the 1.0 update has launched.

Finally, when the PvE mode does eventually leave beta it will be met with its first and only inventory wipe in order to facilitate a fair day-one experience for everyone.

With the game first being made available back in 2017, it seemed as though Escape From Tarkov would never see a full release. That said, assuming things continue as planned, Tarkov’s 1.0 launch could eat into other upcoming extraction shooters such as Bungie’s Marathon. We will have to wait and see.

KitGuru says: What do you think of the roadmap? Will the team manage to hit 1.0 this year? Will Tarkov’s full release affect the hype for Marathon? Let us know your thoughts down below.

The post Escape From Tarkov will finally reach 1.0 this year first appeared on KitGuru.

Getting started with ChatGPT's 'Work With Apps on macOS' feature

OpenAI has added enhanced integration of ChatGPT with macOS for search, writing, coding, and more. This is what you need to know.

Now you can do more with ChatGPT on macOS.
OpenAI announces more ChatGPT integrations with macOS.

In March, OpenAI announced better integration with macOS apps called "Work with Apps on macOS." The new features work with all tiers of ChatGPT, including the free tier.

With the new version (1.2025.057), pressing Option + Space or clicking the ChatGPT icon in the menu bar enables ChatGPT to work with running apps. You may also notice a new "Work with Apps" button in the ChatGPT interface in active apps.


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iPhone 17 Pro could be available in Sky Blue, leaker claims

If a new rumor is to be believed, the iPhone 17 Pro might be available in a familiar-looking Sky Blue color option.

A silver smartphone with three camera lenses placed on a wooden surface near green leaves.
The iPhone 17 Pro might be available in a color similar to the Sierra Blue of the iPhone 13 Pro. Image Credit: AppleInsider

As a whole, the iPhone 17 Pro is expected to introduce radical visual changes, with many sources claiming the device will feature a redesigned camera bump. We've also heard a lot about the materials and features of the iPhone 17 Pro, but there have been few claims about the color options Apple plans to offer.

Now, leaker Majin Bu claims to have the details on the exclusive color that's expected to debut with Apple's 2025 flagship. In a post on their website, the leaker says that the iPhone 17 Pro will be available in "YuangFeng Blue" or Sky Blue, which would look similar to the recently introduced M4 MacBook Air and M3 iPad Air.


Rumor Score: 🤔 Possible


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AMD Fake Frame Image Quality, AFMF, & FSR 4 vs. FSR 3.1 Comparison

21 avril 2025 à 22:40
AMD Fake Frame Image Quality, AFMF, & FSR 4 vs. FSR 3.1 Comparisonjimmy_thang April 21, 2025

We compare AMD's in-game frame generation, AFMF, and FSR against “native” rendering in many games

The Highlights

  • Our tests were performed using an AMD RX 9070 XT and RX 7900 XTX
  • With frame generation, you still get some really nasty images that aren’t representative of how the game was intended to look
  • FSR 4 generally improves image quality and stability over prior versions

Table of Contents

  • AutoTOC
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Intro

Today, we're giving AMD the NVIDIA treatment: We're inspecting AMD's fake frames to compare them to real frames, but we aren't yet comparing NVIDIA's fake frames to AMD's fake frames, because that'll come later.

That means that this article will include frame-by-fake frame analysis of AMD's generated images versus native-only rendering.

Editor's note: This was originally published on April 8, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.


Credits


Test Lead, Host, Writing

Steve Burke

Testing, Writing, QC

Patrick Lathan
Jeremy Clayton

Video Editing

Vitalii Makhnovets
Tim Phetdara
Andrew Coleman

Writing, Web Editing

Jimmy Thang


Sometimes, you can see ghost images, such as in Kratos' swing over this snowy background, where there's a blurring of the axe and arms as AFMF, or Advanced Fluid Motion Frames from AMD, interpolates in-between frames. 

We'll also talk about FSR 4 vs. prior FSR iterations and native: In some scenes, like the one above, image clarity and stability are greatly improved over prior FSR versions. 

The Ultramarine's armor and hanging cables both show significant improvement in the newer version versus the older.

In other scenes, like the one above showing an air assault, we can see heavy warping with FSR 3.1, but still modulation with FSR 4 for the flying units. 

The ground assault shows issues with shadows pulsing underneath the Tyrannids in both versions. 

Smeared trails behind NPCs and barrels are improved upon with FSR 4, but sometimes still present.

So, we'll be looking at AMD's Fidelity FX Super Resolution version 4 with the new RX 9070 XT (read our review) GPUs and comparing it against the prior version. This is an image quality specific test, and like we said in the NVIDIA coverage of DLSS and MFG, not all fake frames are created fake equal. This will look at that in part. What we're not doing here yet is comparing FSR 4 and AFMF to DLSS and MFG. That might be a later piece if there's interest, but we need to lay the groundwork for each technology independently first.

One important thing to remember with all of this, just like with NVIDIA’s that we looked at, is that we’re closely inspecting these images today for image quality. That means we’re pausing things and zooming in. In real play, it’s likely that some of these differences would go unnoticed at full speed and “zoomed out.” One other note is that YouTube/video compression makes things sometimes difficult to fully appreciate.

Let’s get into it.

FSR 4 Overview

AMD’s FidelityFX Super Resolution (FSR) upscaling has finally moved into the “AI” buzzword era with FSR 4’s machine-learned Convolutional Neural Network (CNN) model co-developed with Sony. Sony and AMD announced a collaboration effort back in December of 2024, dubbed “Project Amethyst.”

Sony strongly implied that it’s going to use a rebranded version of FSR 4 as its own “PSSR” in order to target 1080p native rendering on the PS5 Pro, but with the upscaler doing the work to output a good looking image at “4K.” 

On the PC side, FSR 4 will only run on the new Radeon RX 9000 series graphics cards for the time being, with no official word on back-porting to RX 7000. We’re unsure at this time whether it’s a technical limitation or a product segmentation move on AMD’s part.

The official support list for FSR 4 has 36 games at the time of writing, which is late March. That’s not a lot, but the number will hopefully grow as more games are updated. Several of the listed games are big Sony titles as well, indicating that the company is serious about utilizing the tech, but also shows the partnership between them.

The previous generation, FSR 3.1, is technologically distinct from its predecessor (FSR 3) by way of being implemented as a modular .dll file rather than being entirely baked-in to the game. This paves the way for future revisions of FSR to be more easily implemented by the game developers or just in general.

FSR 4 also uses a .dll file, and can be swapped-in officially in FSR 3.1 games via a driver-level override in AMD’s Adrenaline software in a very similar way to NVIDIA’s DLSS override. However, the games have to also be on AMD’s official whitelist to get the toggle to appear in the driver software. 

Unofficial tools like OptiScaler open the door for a lot more flexibility, but we haven’t tested them yet so we can’t make a recommendation, but there’s stuff like that out there.

AFMF 2.1 Overview

AMD also includes in-game frame generation, or “fake frames,” under its FSR umbrella, and we haven't seen any indication from AMD that its in-game framegen algorithm has changed since FSR 3.1. 

In AMD's words, "Advanced frame generation interpolation technology when used with AMD FidelityFX Super Resolution (FSR) 3 inserts 1 frame between existing ones."

However, AMD also has separate driver level frame generation known as Advanced Fluid Motion Frames (AFMF) that can be applied without in-game support. AFMF 2.1 is a new introduction alongside FSR 4.0. To use it, you need AMD Software: Adrenalin Edition 25.3.1 or newer, RX 6000 or newer, and a DX11, 12, or Vulkan game. RX 6000 only supports AFMF in exclusive fullscreen mode, while RX 7000 and newer support borderless windowed, and the AMD 9070 (read our review) reviewer guide stated that "in-game display setting should be set to borderless fullscreen mode." 

And that's a lot of rules, but keep in mind that Smooth Motion, NVIDIA's answer to AFMF, is exclusive to the RTX 50-series. 

NVIDIA has stated that "support for GeForce RTX 40 Series GPUs will be coming in a future update." 

We're focusing on AFMF 2.1 here, so this isn't a direct 1:1 equivalent to the piece we just ran on NVIDIA's in-game frame-gen, but we’ll also be looking at the frame generation performance for AMD. For this article, the performance we care about is image quality, and not the actual literal framerate performance. That will be a separate test along with potentially latency. 

This is an isolated test so that we can build foundational knowledge first, just like we did for NVIDIA. The direct comparison would be NVIDIA Smooth Motion versus AMD Fluid Motion Frames, but we’re focusing on just AMD today. That comparison may come later.

As for FSR testing, our FSR comparisons will focus on FSR 3.1 vs. FSR 4, with a couple references to native capture as an anchor. We captured everything at 4K resolution with FSR running at the Performance preset, meaning it’s upscaling from 1080p base render resolution. We disabled anti-aliasing, camera effects, and motion blur where possible to get the cleanest images we could.

The objectives today are purely image quality, not performance. We’ll be comparing frame-by-fake-frame image quality, FSR iteration quality, and looking at behavioral patterns in general.

Let’s get into the image quality comparisons.

Warhammer 40,000 Space Marine 2

First up is Warhammer 40K Space Marine 2. Like everything else we tested for this piece, FSR 4 support comes by way of the driver-level override. We used the High graphics preset, turned off camera shake, and set motion blur to off; however, we found the latter doesn’t actually work and motion blur persists regardless, but that’s a game thing.

Armory

We’ll start the comparisons with a scene in the Armory, or “Armouring Hall” in native Grimdark. Even before walking forward, the difference between FSR 3.1 and FSR 4 is stark. Static elements like the floor of the walkway that shift and shimmer heavily with FSR 3.1 are now stably locked-in. On top of that, the entire image is much clearer and more detailed. 

Examples of this include the floor, where we see improved image stability and clarity, the Ultramarine’s armor showing similar improvements in a side-by-side, the distant hanging cables, and the tech priests’ hoods. Distant candle flames that can’t even be made out with FSR 3.1 are visible with FSR 4, bringing them back into existence.

As we walk forward and the… we’ll call it a “kiosk,” drops down, the difference in clarity is so obvious it’s almost like looking at two different resolutions. No matter where you look there’s improvement. The fine details under the main monitor, the tech priest’s mask, and even just the general contrast and visual discernability of all the mechanical arms and tubes are all vastly improved. We double-checked our settings and confirmed that they were running as intended for a like-for-like comparison, so it really is just that much better in this example.

This is a very promising start for FSR 4.

Let’s compare FSR 4 to native 4K. Space Marine 2 forces either TAA or upscaling at all times (even at native), so we went with the default of TAA for the native capture. 

We also did this in our DLSS comparison, which showed how some scenarios, like Cyberpunk, can actually look worse than upscaling because of TAA.

The flickering and shimmering on the floor in Space Marine 2 we saw with FSR 3.1 is also present at native with TAA. That makes FSR 4 look even more impressive here – even at the performance preset – since it’s taming an undesirable behavior. We said this before, but we shouldn’t be seeing things that look worse with all defaults at native than with an upscaling technology. 

General detail before moving – like in the floor, walls, and priest hoods – is a toss-up between native with TAA and FSR 4 Performance mode. That’s simultaneously a critique of TAA and a praise of FSR 4. 

The green orb far in the distance looks very slightly better with native TAA. As the “kiosk” drops down, the level of detail between native with TAA and FSR 4 Performance is very close. However, we think FSR 4 actually comes out slightly ahead – most obviously in the round speaker-looking elements on top of a couple of the monitors.

Like we said in the DLSS piece, upscaling should never look better than “native,” and game developers shouldn’t be leaning on upscaling technologies in this way. The only reason it ever does look better is because of issues such as those with TAA, which is the default here.

Command

We’ll briefly look at another indoor scene in the campaign’s command bridge before moving on to a mission. Again, everything is sharper, clearer, and easier to discern when using FSR4. Gadriel’s face, Titus’ hair, and Chairon’s armor – particularly the chest decoration – stand out as night-and-day differences.

Looking at the bridge’s holographic map area, FSR 3.1 suffers from distracting flickering on some of the round grates (underneath the three skulls and on the right side of the main terminal). Switching to FSR 4 almost entirely eliminates this behavior. The thin lines within the hologram that shimmer and boil with FSR 3.1 come across as much cleaner with FSR 4. The other ship visible out the left windows doesn’t show much difference, however.

It could be that the largest areas of improvement with FSR 4 are in dimly-lit or low contrast scenes. We’ll test that with the next comparison.

“Decapitation” Mission - Scene 1

Loading into the “Decapitation” Operations mission gives us a brighter outdoor area. While the marine’s armor is again visibly better-looking with FSR 4, the effect on the rest of the scene is more subtle, more like lifting a haze rather than a transformation. You can clearly see this in the texture of the ground and on the shoulders of the statues.

Once in motion, FSR 3.1 starts to deteriorate, but FSR 4 keeps the image clean. Unfortunately, the bugged permanent motion blur makes it hard to draw a distinction between the two FSR revisions while the marine is rolling down the stairs. Elements such as the detail in the inlaid stone floor and the buildings to the right look better during motion with FSR 4. So far, it looks like most of the FSR 3-to-4 improvements are visible in motion.

“Decapitation” Mission - Scene 2

Strafing to the side shows off a huge improvement favoring FSR 4 over FSR 3.1. Every single element on screen looks better with FSR 4 – the textures on the sides of the stairs, the statues, the murals against the far wall, and the guardsmen. It again gives the impression of running at a higher resolution.

This would be a very interesting scene to compare the most up to date implementations of DLSS and FSR head-to-head in a future piece.

“Decapitation” Mission - Scene 3

Last for Space Marine 2 is an upscaling torture test by way of a slow pan of the Tyrranid assault. The flying creatures passing over the front of the massive building cause the windows to warp and blur heavily when using FSR 3.1. It still happens with FSR 4, but to a lesser extent. This is close to a worst case scenario for any upscaler, period.

In both the air and on the ground, FSR 3.1 causes the creatures to blur into a mass, sometimes phasing in and out of existence or blending together. FSR 4 isn’t totally immune here either, but again does a way better job than the prior version.

Since this scenario is so hard on upscalers, let’s compare to native with its forced TAA again. Watching the flying creatures in front of the windows shows us what it’s supposed to look like, free of the heavy warping seen with FSR 3.1, or even the warping-lite modulation seen with FSR 4.

Looking at the ground assault again shows just how well FSR 4 is handling this relative to FSR 3.1. It’s very close to the look of the native capture, but still suffers from an effect that makes the shadows underneath the Tyrranids appear to pulse and shift underneath them. At this level of fine detail and chaotic movement, even native with TAA struggles a little bit with grain and warp. Some areas are cleaner, but like we said earlier, this particular game has toss-up comparisons between them.

Monster Hunter Wilds

Monster Hunter Wilds is up next. We used the High graphics preset, but turned off anti-aliasing and camera effects like motion blur, vignette, and depth of field. We also reduced camera shake to its minimum levels. Cutscenes are entirely in-engine, which is useful, so we got a mix of those with some actual in-game capture.

Title Screen

Taking a quick look at the title screen animation shows little difference between FSR 3.1 and FSR 4. Textures and edges are slightly sharper with FSR 4. The stippled effect on fur as seen with FSR 3.1 is also almost entirely gone with FSR 4. There’s not much else to discuss here so we’ll move on.

Oasis

Jumping into the actual game at the point you choose your weapon by the small oasis shows an ugly pattern superimposed over the sand when using FSR 3.1 that goes away with FSR 4. It doesn’t make the game unplayable or anything, but it’s pretty distracting.

When talking to Alma, we can see that FSR 4 handles the fine strands of her hair a little better than FSR 3.1 does. It also adds sharpness to the weapons immediately to her left. While running towards the training barrel, we see that FSR 4 keeps the detail of the hunter’s clothes and equipment sharper. It’s not a huge difference, however.

Going to Camp

The long cutscene that takes you to the main camp shows much the same. FSR 4 has a slight advantage to image quality via sharpness and minor detail enhancement. Hair, fur, and feathers benefit the most by way of FSR 4 reducing the appearance of patterns or stippling superimposed over them.

One clear difference is in trails behind objects moving across a patterned background. For example, when the two Felynes drop the barrel, it leaves a smeared trail behind it on the wooden walkway, as does the NPC on the left side of the screen and the unfortunate Felyne as it falls backwards. We think FSR 3.1 handles this very poorly – FSR 4, while not perfect, definitely does better.

Considering what we saw in Space Marine 2, the less drastic differences between FSR revisions in Monster Hunter Wilds is surprising.

Marvel Rivals

The final game we'll analyze for FSR upscaling is Marvel Rivals. To keep things consistent, we used the training range to gather footage.

Rocket Jump

Static scenes don’t differ much between FSR 3.1 and FSR 4 in Rivals, possibly because of the game’s art style and strong default sharpening filter. We’ll need to look at movement to suss out the differences, and blasting forward with Rocket’s dash is a good place to begin.

Even before dashing, we can see a blob of pixels around Rocket’s head getting distorted in the FSR 3.1 recording, which isn’t nearly as pronounced with FSR 4. As soon as we blast forward, FSR 3.1 turns into an over-sharpened, grainy mess, as seen on Rocket’s gun, jetpack, tail, and the ground below. FSR 4 is able to cope with the sudden movement far more gracefully, and only gets bad around the finer points of detail like the spikes on Rocket’s knees and the hair/fur on his head.

Rocket Strafe

Next we strafed to the side while shooting. Before moving, we can see a repeating pattern overlaid on the left side of the ground, similar to what we saw in Monster Hunter Wilds, that’s not present with FSR 4.

Once we do start moving and shooting, FSR 4 retains more detail in the bullet trails than with FSR 3.1. After dropping off the first ledge and reloading, FSR 3.1 responds to all the motion by giving everything in the vicinity of Rocket’s model a kind of deep-fried-meme look, and ghosting on the trailing edge of his jetpack. There’s still a little bit of ghosting with FSR 4, but it’s greatly reduced – and the deep-fried look is gone.

Rocket Wallrun

Last, we tried a wallrun. FSR 3.1 handled it overall better than we anticipated, but still left horrible ghost images as Rocket climbs up across the purple banner. FSR 4 still has them slightly, but they’re not noticeable to us at full speed in real-time.

For the rest of the run, there’s not a huge difference between the two FSR revisions outside of a slight clarity advantage and reduced ghosting with FSR 4.

AFMF 2.1 Image Comparisons

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We’re getting into the AFMF and frame generation comparisons now. We’ll play some side-by-side, frame-by-frame comparisons while setting this section up.

For comparison purposes, we selected games that support in-game frame generation to compare with driver-level changes. In the real world, you should almost always opt for in-game frame generation over AFMF at the driver if in-game is available. The most obvious downside of AFMF is that it has no awareness of UI elements, so menus, text, and icons may be distorted (although we saw NVIDIA struggle with this even with in-game frame generation).

All footage for AFMF comparisons was captured at 4K 120FPS. A 7900 XTX (watch our review) with Adrenalin 25.2.1 was used for AFMF 2.0 capture and a 9070 XT with Adrenalin 25.3.1 was used for everything else. AFMF Search Mode was set to High and Performance Mode was set to Quality, the recommended settings for our setup. 

AMD is more direct than NVIDIA about recommending framegen only in scenarios where the game can already run at at least 60FPS, and we stuck to that recommendation.

As with NVIDIA framegen, the vendor's capture utility (Radeon ReLive in this case) was the most practical way to capture, but because we can't manipulate the rate of frame generation (like we could for NVIDIA), we'll have to rely more on frame-by-frame comparisons. We constantly had issues with AMD's Record & Stream tab disappearing after reboots, so if AMD is reading this, please fix that (and yes, our IGP is disabled).

Warhammer 40,000 Space Marine 2

We used the same settings for Space Marine 2 that we did for the FSR comparisons, with Resolution Upscaling set to FSR and Render Resolution set to Native since it can't be explicitly disabled. We set Motion Blur Intensity to Off even though the setting doesn't work. Framegen worked with fullscreen enabled, so we left that setting alone.

Screenshake

We’ll start with the worst-case scenario.

We recorded an additional scene in Space Marine 2 to show the downsides of frame generation. These clips aren't tightly controlled or synchronized; we just loaded into the main hub and shook the mouse around violently, so we’ll freeze frame some parts to show the issues. Besides making it very obvious that motion blur was still on (despite being toggled off), this allows us to see multiple frames where AFMF is definitely applied on top of UI elements like the "Assemble" waypoint. Applying frame generation on top of UI elements can cause ghosting and duplication of UI elements, which just looks bad. We can compare this to the in-game frame generation option, which is also a garbled, muddy mess in this scenario, with distortions around the edges that almost look like eye floaters. It completely breaks in this scenario, but perfectly preserves the UI layer even in the worst frames. 

Rapid movements like this aren't out of the question for mouse-and-keyboard users. They’re especially common in certain types of games, like shooters in particular where a fast or twitchy response necessitates them. Compared to native, these types of rapid movement scenarios are a worse experience with frame generation.

Armory

Our armory scene is relatively slow, but we can still see the effects of frame generation on moving limbs versus native rendering. The telltale sign of generated frames here is the slight blurring of detail on the marine's armor in frame-by-frame playback, like the back of his right leg as he passes under the light, but this is only really visible when closely examining individual frames in a specific location. The mandatory motion blur and application of FSR also help disguise the generated frames, since both of these effects lead to the same kind of temporal smearing that generated frames are subject to.

The frame-by-frame playback of AFMF 2.0 versus 2.1 reveals greater differences, with a prominent secondary image surrounding the marine's right arm in advance of its movement in the next "real" frame. This only affects moving elements of the scene; there's no noticeable sign of frame generation in the relatively static background even with the older version.

“Decapitation” Mission - Scene 1

By rolling down the stairs, we can see a weak point of frame generation, although the inescapable motion blur makes it harder to detect. There are multiple frames where the fine details on the marine's armor are blurred, like the bottoms of his boots where lines are lost. Moving frame by frame with native and AFMF 2.1 capture side by side, there's a clear difference between the even and predictable motion blur and the irregular, faded outlines of generated frames. The marine's feet change position more than any other part of his armor during the dive and roll, which is why they're especially prone to blurring and transparency.

The generated frames are also identifiable by ghosting behind the bullets being fired in the background, with classic ghosting behavior causing an undesirable look. In our recent piece discussing NVIDIA's framegen, we noted similar behavior with raindrops that made the rain effects look softer and more transparent in motion.

Comparing AFMF 2.0 to 2.1 at similar framerates, 2.1 appears to have less ghosting than 2.0, which should help make the effect less noticeable during gameplay. In each generated frame of the AFMF 2.0 capture, there's a clear secondary image of the marine in advance of the next real frame, as we noted to a lesser degree in the armory scene. Blurring and loss of detail can be issues, but ghosting is a much more visible downside of framegen and one that can ruin the experience. 

A comparison to in-game frame generation at the same timestamp demonstrates that it's predictably much better at preserving detail, since it's given more information to work with directly from the game engine. 

The in-game generation causes a crisp outline in advance of the marine's movement, visible above around his gun and his arms, but the detail within his boots isn't distorted at all. This could still lead to the shimmering outlines that we saw with NVIDIA's framegen, but the individual frames are closer to reality than with AFMF.

“Decapitation” Mission - Scene 2

We'll start off this next scene with another native comparison to establish which elements are due to regular motion blur and which are due to frame generation. The AFMF 2.1 capture matches native with its rendered frames, but it's interspersed with generated frames where the marine's armor loses sharpness on the fast-moving legs. That's clearly the area we need to focus on, so we can move to a 2.0 versus 2.1 comparison with that knowledge.

Walking sideways in front of a light background makes the difference between 2.0 and 2.1 more obvious, with 2.1 showing some slight irregularities around the edges of the marine's legs where 2.0 shows massive secondary images. As usual, the resulting effect would be easier to notice in motion if there weren't already other blurring effects forced on us with this game.

God of War Ragnarök

God of War ran well above 60FPS on the 9070 XT even at Ultra, which made it harder to capture generated frames, so we kept our testing brief. The ultra preset was used with motion blur, film grain, and camera shake disabled. We expected FSR to be forced when in-game framegen was enabled, but the options menu didn't reflect that, so the scaling method was set to TAA and the quality to Native for all tests (scaling cannot be explicitly disabled).

Axe

As expected, the moments of rapid movement during Kratos' windup and swing are the most difficult for AFMF to deal with. Whereas the native capture clearly shows each frame of his arms and the axe as it moves, the AFMF 2.1 capture has individual frames with obvious attempts at interpolation. This is most noticeable directly on the models, since the trail of particles behind the axe is already an intentional smear.

By swinging Kratos' axe in front of the white snowy background, we can clearly see ghost images with the older AFMF 2.0 frame generation. Direct frame by frame comparison is more difficult here due to the lower frequency of generated frames, but it's clear that the generated frames with 2.0 more commonly have ghosting around the axe and even Kratos' model. 2.1 shows some artifacts as well, but it's usually in the form of unevenness in the outline of the axe and Kratos' arm as they swing forward, while the core of his model is better preserved.

Checking back against God of War's specific implementation of in-game frame generation, we see the same behavior as in Space Marine 2 where the details of Kratos and the axe are excellently preserved, but there's a distinct outline where framegen has done its version of content aware fill in the area that those objects will occupy in the next real frame. In comparison, the fullscreen AFMF 2.1 effect has more distortion around the usual axe and arm area.

Log

The movement of the axe in this small QTE was too rapid for either 2.0 or 2.1 to keep up with, with the large deltas between frames leading to a similar appearance from both AFMF versions. The head of the axe appears doubled in some generated frames, with additional distortion around the handle. It's difficult for any type of frame generation to compensate for large deltas between frames, which is part of why AMD recommends running at 60FPS before turning it on (with latency being the other part).

Marvel Rivals

Marvel Rivals is next.

Mantis 3

Starting with the jump pad, we can see at the beginning of this scene that both AFMF 2.0 and 2.1 show ghosting on the rings that rise up from the pad. Once in motion, both iterations have trouble keeping up with the rapid movement, but 2.1 does a moderately better job of preserving Mantis' outline. 

The distance between the secondary image and the core of Mantis' model with 2.0 creates a greater blurring effect, and although the generated frames with 2.1 only roughly maintain the shape of her hands and feet, the resulting silhouette is stronger. As she approaches the apex of the jump, the distortion occurs in the background instead, with 2.0 more commonly showing doubling of scenery elements like the railing immediately in front of her.

Marvel Rivals' in-game frame generation version behaved in the same way as God of War's and Space Marine 2's,  with crisp outlines around the next known position of Mantis' model, visible above the knees in these frames, coupled with some afterimages trailing behind the arms. The overall effect is still far cleaner than AFMF, especially since the artifacts only apply to Mantis' model, leaving the scene behind her almost completely clear of framegen problems.

Mantis 2

We don't recommend using framegen for games like Marvel Rivals where latency is a concern and rapid mouse movements are common. Framegen is kind of like v-sync in that at best it's a cosmetic upgrade maybe, and at worst it's a source of latency. 

In this scene, we can see distortion around Mantis' hands with AFMF 2.1 in advance of the motion they're about to make as she fires, but a rendered frame was buffered in order to generate that image, whereas without framegen, rendered frames are simply delivered when they're ready.

Notice also that with AFMF, Luna Snow's nametag is distorted on the first frame where the camera shakes, which is a further disadvantage of AFMF versus in-game frame generation. Using the in-game option, the nametag is preserved.

Cyberpunk 2077

In Cyberpunk, we used the High preset without ray tracing and set FSR 3 to Native AA, since FSR was required in order to enable in-game framegen.

Car

First is a car scene. Keeping an eye on the headlight beam as it passes over shrubs and rocks to the right of the road, we can see that the scenery appears to wiggle slightly with AFMF 2.1 as the generated frames don't place objects in precisely the correct location. With AFMF 2.0 in the same areas, there's a much simpler loss of detail as every generated frame is a blurry mess. The area on the shoulder that tracked slightly wrong with 2.1 is instead completely layered with a ghost image with 2.0; we prefer the newer version here, but native rendering without fake frames still looks cleanest.

Moving to a 2.1 versus native comparison, we can see that the wiggling behavior is definitely an artifact of AFMF and not something carried over from the original native render. The native capture has fewer frames, obviously, but the objects to the right side of the road track in a clear, straight line between frames as opposed to the slight side-to-side shifting with AFMF 2.1. Native should typically be crisper, even if less smooth, so this makes sense.

Benchmark

Using the game's built-in benchmark scene, we can again see that 2.1 is more prone to distortion in areas where 2.0 would blur and ghost, with the vertical pillar here turning into a wavy line in fake frames. 

As the camera passes the corner with pages from the Night City Journal, 2.1 does a much better job of preserving text and fine detail where 2.0 just ghosts. 

Moving to a later part of the scene, frame by frame playback reveals more distortion visible with 2.1 as the camera passes over the barbed wire fence: straight lines remain clear with 2.1, but they don't remain straight. As usual, 2.0's equivalent is a fully duplicated ghost image of the fence in each generated frame.

Again, we can check back against the native footage for confirmation that the behavior we're seeing comes from AFMF. The horizontal fence bars are straight and uninterrupted in each frame of the native capture, whereas they're frequently broken up and uneven in the AFMF 2.1 footage, although AFMF 2.1 does do a fairly good job of preserving the scene behind the fence without major framegen distortion.

Conclusion

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In terms of image quality, FSR 4.0 is an improvement over FSR 3.1. And AFMF 2.1 is an improvement over 2.0. Both of these are good things because if those weren’t the case, then AMD is using numbers wrong. 

Whether or not it’s worth using these technologies at all is more situational, just like with DLSS. First of all, it’s going to be highly specific to the games and also the person playing them. The use case for these, take FSR for example, is definitely a good alternative to lowering the settings, but when we’ve polled our audience in the past, there are a lot of people who prefer to lower the settings than to use an upscaling approach like FSR or DLSS. It’s really going to be something that users should toggle and decide if they like. 

While that might sound like a wishy-washy answer, that is the answer. It is very situational. The good news is that it’s easy to turn these technologies on and off to see if you like it. 

Some people will prefer the higher graphics quality with the potential image quality losses that upscaling technologies provide and other people won’t. 

Going back to whether it’s worth turning on, the best answer we can provide is that we think it’s a good alternative, just like DLSS, to lowering settings in some games compared to running games at lower performance. So if you’re trying to fix performance issues and you want the higher settings, generally speaking, both the newest versions of DLSS and FSR work well for that. 

In the games we tested using FSR 4.0 as an override was an improvement over past versions, which is good. 

While AMD has made improvements to these technologies, the question you should ask is whether you want to use them at all. With frame generation, you still get some really nasty images that aren’t representative of how the game was intended to look. 

You get ghosting, doubling up of images, and distortion of text. A lot of people will see that and want to turn it off. This will also depend on the game. 

It’s a little less clear what the decision should be on the upscaling front because it will depend on how much you’re struggling to run a particular game. It becomes a choice of sacrifice between graphics settings or image quality crispness. For some people, it may not be a choice if the game is running too poorly. Overall, FSR 4, just like DLSS 4, is an improvement over its preceding version. This is what we want to see. But like DLSS, the degree of improvement on the scale of a little bit better vs totally transformative, it’s going to be closer to the a-little-better side. It won’t change how you fundamentally see games. 

Next, we may look at FSR 4 vs DLSS vs XeSS in a future content piece. That will let us look at the direct comparison between competitors.


Apple cleans up its image with Apple Intelligence in a new ad spot

Apple's latest ad spot demonstrates how Apple Intelligence can make your dating profile better, thanks to Clean Up in iOS 18 Photos.

Person with medium-length hair flexing arm muscles in front of a mirror, wearing a gray tank top and chain necklace; a lamp and blurred figure in the background.
A still from Apple's new Clean Up ad spot - Image Credit: Apple

One of the early features of Apple Intelligence, Clean Up is a Photos tool that can be used to remove unwanted objects from within a picture. Its effectiveness is aptly demonstrated in a new ad from Apple.

Posted to YouTube on Monday, the video titled "Clean Up Photos: Flex" shows a young man showing off his physique to the iPhone 16's camera. The photographs are all taken by an older woman, using an iPhone 16.


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Third developer betas of iOS 18.5, macOS 15.5 seeded to testers

Apple is now on its third round for its current generation of developer betas, testing new builds of iOS 18.5, iPadOS 18.5, macOS 15.5, tvOS 18.5, watchOS 11.5, and visionOS 2.5.

Laptop, tablet, and phone screens displaying various text articles, notifications, and graphics positioned in front of a plain background
Examples of Apple Intelligence at work.

The third round of testing for iOS 18.5, iPadOS 18.5, macOS 15.5, tvOS 18.5, watchOS 11.5, and visionOS 2.5 arrived after the second, which landed on April 14. The first round for this generation was handed out on March 17.

The third iOS 18.5 and iPadOS 18.5 developer betas share build number 22F5053j, replacing 22F5053f. The third macOS Sequoia 15.5 build uses number 24F5053j, up from 24F5053f.


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Trade war escalations between Trump and China to significantly impact Apple

Apple could be severely affected as Trump reportedly pressures countries to limit their business dealings with China, which will result in more retaliations against US companies.

Two men in suits sitting at a table, one adjusting glasses, the other speaking into a microphone, with a flag in the background.
Tim Cook and Donal Trump in 2019 — image credit: White House

China previously called Trump's trade war a joke and said it would not retaliate further than matching what was then said to be a 125% tariff imposed by the US. That tariff was then revealed to actually be 145%, and China did not escalate its own tariffs — although it did halt rare earth mineral exports.

Now, however, CNBC reports that China has responded to what appears to be Trump's next move. While not announced by Trump or any other country involved, it is believed that isolating China is a key part of the White House's tariff negotiations worldwide.


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Apple's 14-inch MacBook Pro is on sale from $1,099 - here's where to grab the best deals

Bargain hunters looking for the best MacBook Pro deals can save hundreds on a variety of configurations, with current M4 and closeout M3 configs up to $800 off.

The lowest price at press time is on the closeout M3 model with 8GB of RAM and 512GB of storage, which is marked down to $1,099, a $500 discount off the original MSRP.

Large text saying 'BLOWOUT DEALS' over a MacBook Pro laptop displaying editing software on a wooden shelf against a brick wall.
MacBook Pro deals offering up to $800 off are in effect.


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index.feed.received.yesterday — 21 avril 20251.3 🖥️ Tech. English

Bethesda confirms Oblivion Remastered reveal plans

21 avril 2025 à 17:53

Bethesda has officially confirmed The Elder Scrolls IV: Oblivion Remastered. However, the full reveal won't be happening today as originally thought, instead it will be taking place tomorrow. 

In a tweet this afternoon, Bethesda announced plans for a livestream at 4PM BST on the 22nd of April, which is tomorrow at the time of publishing. The announcement was also shared on The Elder Scrolls social accounts and was accompanied by an image of a warrior looking out to an Oblivion gate. To really get the message across, IV is imposed over the image.

This confirms the recent leaks, all pointing to a new version of The Elder Scrolls IV: Oblivion hitting the market. The remaster is developed by Virtuos, with assistance from two of Bethesda's smaller in-house teams. The game looks to offer completely new Unreal Engine 5 graphics.

The game is expected to launch for PC and Xbox, while also being a day-one title for PC Game Pass and Game Pass Ultimate subscribers. As this is a remaster of an old game, it could potentially come to Game Pass Standard subscribers as well, but we'll have to wait until tomorrow to know for sure.

Discuss on our Facebook page, HERE.

KitGuru Says: It is not happening today as previously thought but as Microsoft tends to schedule much of its PR around Tuesdays and Thursdays, the April 22nd date makes a lot of sense. 

The post Bethesda confirms Oblivion Remastered reveal plans first appeared on KitGuru.

Long Range Matter Devices, Nanoleaf Pegboard Lights, Arlo Updates, & the Best Find My Devices on HomeKit Insider

On the latest episode of the HomeKit Insider Podcast, your host breaks down the latest Matter development on long-range devices, Arlo adds more HomeKit support, and we round up the best Find My devices.

HomeKit Insider
HomeKit Insider Podcast

Chipolo has announced its latest Find My-enabled tracker with the colorful Chipolo Pop. It comes in six different colors, has a built-in keychain hole, and has a replaceable CR2032 battery.

Unlike its predecessor, the new model works with both Apple Find My and Google Find My Device. They start at $29 for one, or four for $89.


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Cupertino returns $12.1 million to Apple after long-running sales tax dispute

Cupertino has paid Apple $12.1 million, settling a sales tax dispute that reshapes how tech giants and cities do business in California.

Circular space-age building with a park in the center, sunlight gleaming overhead, surrounded by greenery, creating a futuristic and serene landscape.
Apple Park

Since 1998, Apple has treated all of its online sales within California as if they originated in Cupertino. That arrangement allowed the city to collect 1% of Apple's 7.25% sales tax, according to Silicon Valley.

In its latest move to resolve the long-running dispute, City Council approved the payment during a Tuesday meeting with no discussion. The refund covers sales tax revenue Apple generated between January 2023 and June 2024.


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EU insists Trump won't make it back off Apple

The European Union denies that it has been holding off on fining firms including Apple and Meta because of concerns of reprisals from Trump.

Blue flags with yellow stars and a white airport emblem wave on metal poles, with a modern glass building in the background.
An EU flag with the App Store logo

Reports began in January 2025 that the European Union and the European Commission were holding off on fines and rulings as they waited to see the impact of the Trump administration. Then more recently, it was specifically claimed that a decision to announce fines had been delayed at the last moment.

That delay was said to be in order to avoid announcing fines while officials from various EU member states were meeting with Trump to negotiate on tariffs. According to Politico, the EU has now publicly stated that it will enforce its Digital Markets Act (DMA) on any infringing company, whether in the US or not.


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