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Forget S'mores, Camping Accessory Gets A GeForce RTX 5050 Cooking At 3.5GHz

Forget S'mores, Camping Accessory Gets A GeForce RTX 5050 Cooking At 3.5GHz The entry-level NVIDIA GeForce RTX 5050 is underpowered compared to its bigger siblings, but such compromises have never stopped modders before. Undertaking the sacred duty of squeezing as much performance out of underpowered silicon as possible, hardware modders TrashBench and Clock Bench challenged each other to take the same GeForce RTX
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Project Prometheus Led By Jeff Bezos Gets A $6.2B War Chest For Disruptive AI Breakthroughs

Project Prometheus Led By Jeff Bezos Gets A $6.2B War Chest For Disruptive AI Breakthroughs Jeff Bezos, the billionaire founder who stepped away from the operational role of Amazon in 2021, has unexpectedly returned to the C-suite, reportedly co-founding and taking on the role of co-CEO for a new, skunkworks-like artificial intelligence startup named Project Prometheus. The announcement (first reported on by The New York Times) confirms
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DualSense Edge Is 20% Off For The Best Deal Ever On Sony's Premium Controller

DualSense Edge Is 20% Off For The Best Deal Ever On Sony's Premium Controller It's not too often that we see Sony's top wireless controller for the PlayStation 5 go on sale, so it certainly got our attention when we spotted it discounted 20% off MSRP. It's a rare discount that drops the price of Sony's premium controller to an all-time low. If you're interested, however, you'll want to be fast—given the rarity of these
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7 Best Buy Black Friday Deals: Huge Savings On Laptops, TVs & Other Top Tech

7 Best Buy Black Friday Deals: Huge Savings On Laptops, TVs & Other Top Tech Best Buy has been aggressive in serving up Black Friday deals this year, including so-called 'doorbuster' bargains way ahead of the actual Black Friday date. That's just fine by us—in recent years, Black Friday has morphed from a single day of in-store bargains to a holiday season of deals that can be purchased online at big discounts. How
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Montech NX600 series CPU coolers add six heatpipes and broad socket support

MONTECH has announced the NX600 and NX600 ARGB, a new pair of dual‑tower CPU coolers aimed at delivering strong thermal performance at a competitive price. The company positions the NX600 series as a solution for high-TDP CPUs, with support for both Intel and AMD-based systems. 

The NX600 design uses a dual‑tower structure with 52 fins per stack, optimized for airflow and heat dissipation under heavy workloads. Six copper heatpipes and a soldered copper base transfer heat efficiently from the CPU to the fin array, supporting high‑TDP processors with consistent reliability. Cooling is handled by MONTECH’s E28 fans. The standard NX600 ships with two 120mm PWM fans for a clean, understated look, while the NX600 ARGB includes two addressable‑RGB versions of the same fans, adding lighting effects without compromising performance. Both models aim to balance noise levels with airflow, targeting builders who want dependable cooling without moving to liquid solutions.

Aesthetically, the NX600 series features a redesigned top cover with striped and translucent accents, intended to blend into both RGB‑heavy and minimalist builds. MONTECH highlights this as a way to offer visual appeal without overwhelming system design.

Compatibility covers Intel LGA115X, 1200, 1700, and the upcoming 1851 socket, alongside AMD AM4 and AM5 platforms. With its dual‑tower layout, copper base, and choice of ARGB or non‑RGB fans, the NX600 series enters the market as MONTECH’s latest attempt to compete with established air‑cooling brands while keeping pricing accessible.

The standard non-ARGB black and ARGB black versions of the cooler will be available in the UK via SCAN priced at £24.99 and £29.99 respectively. Over in the US, the white versions are also available in both ARGB and non-ARGB form.

KitGuru Says: Are you in the market for a new air CPU cooler? If you are on a tighter budget, these could be well worth checking out. 

The post Montech NX600 series CPU coolers add six heatpipes and broad socket support first appeared on KitGuru.
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SilverStone surprises with Micro-ATX FLP03 retro case

SilverStone has unexpectedly unveiled its new FLP03 chassis at EXPO 2025 in Japan. This new model continues the company's retro line, offering a classic 80s beige-style PC look, but this time explicitly designed for micro-ATX motherboards.

The reveal came as a surprise, as the community was still awaiting the launch of its larger sibling, the FLP02. According to Tom's Hardware, SilverStone had delayed shipments of the FLP02 to coincide with its presentation at the Tokyo tech fair, making the appearance of a second, more compact model an unannounced bonus.


Image via @hermita_akiba

The FLP03 is visibly smaller than the FLP02 but maintains the key design elements of its predecessor, most notably the iconic front panel. This panel is fully equipped with power and reset buttons, a physical key lock, and a Turbo button, complete with LED indicators.

This reduction in size, however, comes with compatibility trade-offs. The FLP03 drops support for the SSI-CEB and standard ATX motherboards that the FLP02 could house. It also features fewer drive bays and expansion slots, as well as inferior compatibility with cooling components. Despite its new Micro-ATX focus, the FLP03 maintains a high level of compatibility with graphics cards up to 412 mm in length, CPU coolers up to 171 mm in height, and standard ATX PSUs. More details about the FLP03 are expected to be revealed during CES 2026.

KitGuru says: Do you like the retro aesthetics of SilverStone FLP series cases?

The post SilverStone surprises with Micro-ATX FLP03 retro case first appeared on KitGuru.
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Ashes of Creation is coming to Steam Early Access this December

Intrepid Studios' long-in-development fantasy MMORPG, Ashes of Creation, is set to launch on Steam Early Access on December 11th. This move marks the next major phase for the game, which has been in various forms of intermittent testing since 2020.

In preparation for the Steam debut, the current Alpha 2 realms will be taken offline after a “send-off celebration” and will be wiped on December 1st. This will be preceded by Private Test Realms testing in late November to ensure the new build is stable for the Early Access launch.

During the announcement stream, the developers confirmed that existing customers with Beta 1 and Beta 2 access will be granted entitlements to play the game on Steam. However, for those who already own Ashes of Creation and are considering purchasing it again on Steam, the studio stated it is “investigating” potential alternate entitlements but has no firm plans to announce at this time. Moreover, Intrepid and Steam users will be able to play together.

Alongside the Early Access, the game will be getting the v0.18 Harbinger Update, which will introduce the new Harbinger system, open sea fishing, the Summoner archetype, QoL updates, a new Ren'Kai race, new world bosses, and mules.

KitGuru says: Have you ever played Ashes of Creation? If you didn't, will you do so when it gets on Steam Early Access?

The post Ashes of Creation is coming to Steam Early Access this December first appeared on KitGuru.
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Ninja Warrior VR Will Bring The Iconic Reality TV Show To Quest

Reality TV show Ninja Warrior is getting a VR game next month on Meta Quest headsets.

Initially debuted on Japanese TV as Sasuke in 1997, Ninja Warrior has since been remade in over 20 countries. The show is a test of skill and endurance for those who participate, tasking competitors with the need to overcome increasingly intense obstacle courses with the promise of a cash prize for the winner. It’s a concept with universal appeal that challenges people to overcome extraordinary feats of strength and attain victory.

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Announcement trailer

This upcoming game is being developed by MyDearest in partnership with TBS Games, giving anyone a chance to compete in this virtual recreation. In the jump to virtual reality, players will take the form of a stylized ninja-like character in a cartoonish approximation of the real thing. Many of the recognizable obstacles from each stage of the competition make a return, and you must actively overcome these hurdles using full-body motion.

The intent is to not just make this a competitive title that supports up to 3 other players; MyDearest hopes to make a challenging exercise regimen that lets you feel the burn as you undertake these courses. The TV show's format of three stages plus a final stage is also present in the game, with variations and new stages being introduced in future updates.

Ninja Warrior VR will launch on December 18 on the Meta Horizon Store for $9.99.

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Montech NX600 Review

Montech aims to dominate the budget air cooler segment with the NX600. At just $30, this dual-tower, dual-fan setup merges straightforward elegance with outstanding price-to-performance, making it an attractive choice for any value-focused gaming PC.

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Marvel's Deadpool VR Review: Merc With A Meta Quest

After being completely spoiled by Camouflaj’s Iron Man VR and Batman: Arkham Shadow, one could be forgiven for going into Marvel's Deadpool VR with a dangerous cocktail of excitement and trepidation.

VR has already proven itself to be a spectacular vehicle for superhero power fantasy, and so far, Meta’s big-budget approach to the genre has landed well. With arguably Marvel’s most marketable antihero now getting the full VR treatment from Twisted Pixel Games, the bar of expectation couldn’t be higher. But while Deadpool VR absolutely nails the look, feel, and humor of the titular character’s comic-book world, it’s also a game that plays like its own punchlines: fantastic one moment, sometimes frustrating the next.

The Facts

What is it?: Superhero action romp with an adults-only sense of humor.
Platforms: Quest 3/3S (reviewed on Quest 3)
Release Date: November 18, 2025
Developer: Twisted Pixel Games
Publisher: Oculus Studios
Price: $49.99

I May Be Super, But I'm No Hero

For anyone unfamiliar with Marvel’s ‘Merc with a Mouth,’ Deadpool is the perfect antihero: a wisecracking, fourth-wall-breaking mercenary with a healing factor to rival Wolverine’s and a mouth that could make a sailor blush. Deadpool VR stays true to that lineage.

Narratively, we’re not breaking any molds here; you (Deadpool) are kidnapped by an intergalactic TV producer with a flair for violence named Mojo. From here you are thrown into a carnage-clad reality show that splits your time between hunting down Marvel villains to join the show and competing in a series of Death Battle Arena mini-games. It’s all gleefully absurd and knowingly self-referential, but you can have too much of a good thing, especially if you stay in for longer sessions. I recommend breaking your playthrough into one or two-hour chunks to keep both the combat and the pithy dialogue fresh.

The story itself is little more than scaffolding for some profanity-laden chaos, letting the game bounce from one wildly stylized comic-book set piece to the next amidst an avalanche of eyebrow-raising, off-color dialogue. Thankfully, the script is funny and the performances are great, which stops Deadpool’s constant chatter from feeling intrusive, assuming you’re a fan. This is no small blessing due to the sheer volume of it that players will be listening to.  

Fourth Wall? What Fourth Wall?

At its heart, Deadpool VR is an arcade-style action game: a high-energy cocktail of hack-and-slash melee, over-the-top gunplay, and comic-book spectacle. Across its ten-to-twelve-hour campaign, you’ll carve your way through legions of thugs, demons, and cybernetically enhanced space zombies (because why not?) all the while juggling twin katanas, dual pistols, grenades, and a gravity gun that lets you toss enemies around like rag dolls.

You can also unlock new variants of these weapons, as well as new ‘special attacks’ once your 'viewer meter' charges, which will give you temporary access to some of Marvel’s most iconic weapons. From Thor’s hammer to Star-Lord’s blasters, these special weapons add even more flair to the carnage. Not to mention the fact that when you activate these specials, some ‘name brand psych-up songs’ start blaring over the top of the action.

For me, one of the game's highlights came the first time I accessed Gambit’s deck of kinetically charged cards while “You’re the Best” by Joe Esposito kicked in at full volume. It's one of the most gleefully nerdy moments in recent memory, leaving me grinning like an absolute idiot while I throw glowing purple death into waves of comic book ninjas, urged on by the soundtrack from The Karate Kid.

I Aim to Misbehave

My first impression of Deadpool VR was great. There’s something deeply satisfying about pinning an enemy to the wall with your sword, bouncing a pistol off an enemy’s face to reload it mid-air, and then slide-kicking into a group of bad guys. All while Deadpool artfully cracks wise in your ear. On paper, it’s everything you’d want from a Deadpool game: frenetic, over-the-top violence that borders on the absurd.

Unfortunately, the magic doesn’t hold. Beneath the spectacle lies a combat system that, for all its positives, feels disappointingly weightless. Weapons clip through each other, hands pass through the environments, and two-handed weapons feel like they’re made of paper. You can parry attacks, but the system feels inconsistent and finicky. Your swords pass through enemies without convincing resistance. This leaves melee encounters lacking the satisfying physicality found in titles like Asgard’s Wrath 2.

With gunplay, enemies are all varying shades of sponge. While you can finish off a bad guy with a clean shot to the head, headshots don’t seem to count for much at all until you deplete their health. This takes away any real need to try to finesse a fight. Just spray and pray, as it all ends up the same.

It’s this lack of nuance in the heat of battle that robs the world of a sense of physicality, relegating what should be a visceral dance of violence into something that after the first few hours begins to feel unfortunately shallow. The problem isn’t that the mechanics are broken; they just lack some impact. Combat looks spectacular, yet doesn't consistently feel it, and that disconnect grows more noticeable as the game goes on.

Time to Make the Chimichangas!

Twisted Pixel breaks up the action with platforming, mini-games, and tonal shifts that keep things unpredictable. Each level is themed around a different villain, bringing a fresh visual palette, though the basic loop remains consistent: kill waves of enemies, listen to (occasionally) lengthy exposition and move on. Occasionally there will be new interactive mechanics, but nothing cerebral enough that you could call a puzzle, and these parts just feel like VR busywork.

There were also a few repetitive sequences mixed in that feel like playtime padding at its most obvious. The game knows it, too. Deadpool even breaks the fourth wall to call out the “lazy game design” mid-mission. It’s funny, sure, but it doesn't stop these sequences from being a chore.

Between the main ‘acquisition missions,’ Deadpool also competes in Mojo’s “Battle Arena.” These sections are short, self-contained, mini-game style challenges that exist across a spectrum of entertainment. Some are genuinely fun (and even hint at multiplayer potential), while others feel more uninspired.

Comfort

Marvel's Deadpool VR is an intense experience, and players with susceptibility to VR motion sickness should approach with caution.

There are basic comfort options including snap turning and vignettes. Gameplay is very much centered around artificial stick-based locomotion, including parkour elements, so there is no option for teleport movement. There are also two very intense cinematic set pieces, but these can be skipped if needed.

A Bad Guy Paid To F**K Up Worse Guys

The boss fights, unfortunately, are the weakest link in the action. They’re standard multi-phase bullet sponges, complete with Quick Time Event sections that drain any sense of danger or satisfaction. They’re functional but deeply forgettable (except for one), and for a game this focused on memorable action, that’s a shame.

Thankfully, Deadpool VR has a few cinematic set pieces that almost redeem this. The opening sequence, for example, is less about gameplay and more about tone-setting; it’s essentially a low-difficulty rail shooter while also being a pure burst of Deadpool energy that’s equal parts spectacle and slapstick.

Later, there’s a particular sequence featuring one of the game’s many Marvel Comics cameos that, although similar in terms of gameplay, still ranks among the coolest things I’ve done in VR this year. It’s these flashes of brilliance that remind you how much potential is buried under the game’s uneven execution.

Maximum Effort

Visually, I think it’s fair to say that I’m in love with Deadpool VR.

Twisted Pixel’s decision to go full comic-book cell-shaded pays off beautifully, delivering the best implementation of that style I’ve seen. Bold outlines, vibrant color palettes, and perfectly balanced shading make every scene feel like you’ve stepped directly into a Marvel panel.

Each environment bursts with character from its grimy back alleys to neon-soaked intergalactic arenas. While there isn’t much environmental interactivity, the sheer quality of the art direction makes up for it. The visual design alone is worth celebrating; it’s a genuine showcase of how comic-book aesthetics can thrive in virtual reality and is the perfect accompaniment to the quintessentially Deadpool tone that the game delivers so well.

Initially, Deadpool VR maintains solid frame rates, but as the set pieces grow larger and the enemy count spikes, performance begins to suffer. Late-game sequences, particularly those filled with explosions and higher enemy counts, see some serious issues. Things become pixelated and framerates drop to a point that really makes it hard to enjoy the action.

Cue the Music

If the visuals define Deadpool VR’s look, then the sound defines its character. The voice performances are universally superb, led by Neil Patrick Harris’s pitch-perfect turn as Deadpool. His comedic timing and delivery are on point, breathing a depth of personality into a game that could easily drown in its own irreverence.

Whether you love or hate the character’s relentless banter, there’s no denying that Harris absolutely gets Deadpool - to the point where it is easily on par with Ryan Reynolds in the films. That commitment is echoed from the voice cast across every supporting role, giving the entire game a premium, Hollywood-grade sheen.

For a game that will often trap you in static dialogue scenes, the entertainment value of the voice acting is what keeps you from giving the “Skip” button a workout. Had more of the main exposition been administered while you were free to play around, it wouldn't have affected the pacing so much and allowed players to better appreciate the excellent voice performances.

The soundtrack, meanwhile, is gloriously over-the-top, particularly in the special weapon sequences where pop anthems take over. Overall, the sound design heavily hints at big-time Marvel money in the production, with the overall score feeling like something straight out of one of the movies.

Marvel's Deadpool VR - Final Verdict

Deadpool VR is a paradox. It captures the antihero's essence perfectly but wraps it around mechanics that just never feel like they completely deliver - great presentation carrying combat that never quite lives up to its potential. It's also marred by performance issues that ultimately undermine the game's otherwise exceptional presentation. If Twisted Pixel can iron out these technical issues, I'd be inclined to give it a higher score.

If you love Deadpool in general or just want to step into the pages of a Marvel comic, then Deadpool VR is worth experiencing. When it works, it’s joyful, absurd, and seriously fun. When it doesn’t, it’s weightless, repetitive, and oddly empty, so temper your expectations: this isn’t the next Iron Man VR or Arkham Shadow. It’s something stranger, sillier, and rougher around the edges - much like the Merc with a Mouth himself.


UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.

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Belkin Recalls A Bunch Of Power Banks & Wireless Chargers Over Fire Risk

Belkin Recalls A Bunch Of Power Banks & Wireless Chargers Over Fire Risk Belkin is coordinating with the United States Consumer Product Safety Commission on a recall of tens of thousands of portable battery banks and wireless charging stands. That's far less thank Anker's power bank recall in September, but still a significant number. Most of the affected models were sold in the U.S., though a couple thousand
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Quest 3S Is $200 At Costco And Includes 12 Months Of Horizon+

Quest 3S is just $200 today at Costco for members or $215 for non-members, and includes 12 months of the Meta Horizon+ games subscription.

You can find the deal on Costco's website, and the $100 discount from the regular $300 price will apply at checkout, with a $15 surcharge added if you're not a Costco member.

This is the lowest outright price we've ever seen for Quest 3S, and a year of the Horizon+ subscription normally costs $60. New Meta Quest headsets otherwise come with 3 months of the subscription.

Horizon+ includes a Games Catalog with some of Quest's best VR games like Asgard's Wrath 2, Cubism, Demeo, Dungeons of Eternity, Eleven Table Tennis, Ghosts of Tabor, Job Simulator, Maestro, Onward, Pistol Whip, Red Matter, Synth Riders, The Climb 2, and Walkabout Mini Golf. It also lets subscribers redeem 2 monthly games pre-selected by Meta.

Quest’s Horizon+ Monthly Games For November 2025 Revealed
From a VR adventure hit to a strategic submarine sim, these are the Horizon+ monthly games for November on Quest.
UploadVRHenry Stockdale

While Quest 3S can run all the same content as Quest 3, and has the same fundamental capabilities (including the same XR2 Gen 2 chipset and 8GB RAM), if you have the funds we always recommend Quest 3 over Quest 3S. The proper Quest 3 features Meta's advanced pancake lenses which are clearer and sharper over a wider area, have a wider field of view, and are fully horizontally adjustable, suitable for essentially everyone's eyes. These pancake lenses also enable Quest 3 to be thinner, which makes the headset feel slightly less heavy.

Still, at just $200 or $215 and with a year of Horizon+ games, Costco's Quest 3S deal could be hard to say no to. The deal ends today, so grab it quickly if you want to affordably bring a friend or loved one into VR and mixed reality this holiday season.

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“We always thought about [Horizon] as a multiplayer game” claims Guerrilla Games

Since the first game’s arrival in 2017, the Horizon franchise has grown massively, with recent figures putting the series at 40 million copies sold. Despite being a single player focused franchise, Guerrilla Games have revealed in the wake of NCSoft’s Horizon Steel Frontiers MMO announcement that “from the first moment we imagined Horizon, we always thought about it as a multiplayer game.”

Following the official announcement of Sony/NCSoft’s Horizon Steel Frontiers MMO, the current Studio and Art Director at Guerrilla Games ‘Jan-Bart van Beek’ claimed that:

“From the first moment we imagined Horizon, we always thought about it as a multiplayer game. LEGO Horizon Adventures was our first small step, with Steel Frontiers we’re taking a bigger one. There is much more to come, and we’re excited to show you what is coming.”

Multiplayer Guerrilla

While the Horizon series works well as a single-player focused experience, the world in which the franchise takes place is also ripe for a co-op spin-off.

With leaks and rumours suggesting that Guerrilla Games themselves are also currently working on a multiplayer-focused Horizon game (separate from NCSoft’s MMO), it will be interesting to see whether fans of the franchise are receptive to the series shifting genres.

KitGuru says: Would the Horizon series work well as a multiplayer experience? Do you have any interest in the two upcoming multiplayer entries? Let us know down below.

The post “We always thought about [Horizon] as a multiplayer game” claims Guerrilla Games first appeared on KitGuru.
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Lian Li Lancool 217 INF Case Review

Today we’re taking a look at the Lian Li Lancool 217 INF, an airflow-focused mid-tower that builds on the original Lancool 217. Leo spent some time with the standard model earlier this year, and this new version keeps the same core layout and cooling philosophy but adds a striking infinity mirror front panel that instantly changes the look of the system. We’ll be going over the design, the build experience, and the thermal performance to see how well this updated configuration holds up, and whether the visual upgrade brings anything practical along with it.

Timestamps:

00:00 Start
00:55 Pricing
01:11 Overview
02:06 Physical Dimensions
02:25 Features and specifications
03:32 Top buttons
04:00 Front I/O
05:21 Cooling/Radiator support
07:22 Motherboard and GPU Support
07:47 Cable Management / Anti Sag
08:14 Case Rear / PSU setup
09:58 Right hand compartment
11:18 Hub / Lighting / Software
12:00 Storage Support
13:27 Accessories
14:10 Testing Methodology
14:45 Thermal Performance
15:40 Smoke tests
16:10 Noise Performance
16:46 Build Experience
18:20 James' Closing Thoughts

Lian Li Lancool 217 INF Features:

  • Dual 170mm front fans with an infinity mirror and mesh front panel – Equipped with two large pre-installed intake fans behind a removable mesh system designed to allow strong airflow while reducing dust build-up.
  • Tool-less side panel design with cable management channels – Features quick-release side panels and integrated routing paths to simplify system assembly and keep internal layouts clean.
  • Support for multiple cooling configurations – Accommodates up to 360mm radiators in the front as well as air coolers and vertical GPU mounting options for varied cooling setups.
  • Modular storage drive bay system – Includes adjustable and removable drive cages supporting both 2.5″ and 3.5″ storage, allowing flexible interior layouts depending on hardware configuration.
  • ARGB lighting compatibility – Integrated ARGB functionality is sync-ready with major motherboard lighting control standards for coordinated illumination across components, as well as wireless control via the L-Wireless adaptor that can be purchased separately.

Specifications:

  • Case Type: Mid-Tower
  • Dimensions (LxWxH): 482 mm (L) × 238 mm (W) × 503 mm (H)
  • Materials: Steel frame with 4.0 mm tempered glass side panel
  • Motherboard Support: SSI-EEB (max width 330 mm), E-ATX (max width 280 mm), ATX /Micro-ATX / Mini-ITX
  • Back-connect motherboard support: ATX / M-ATX
  • Expansion Slots: 7
  • Storage bays: Behind motherboard tray: up to 2 × 2.5″ SSD (or 1 × 2.5″ SSD when using back-connect mATX board) Drive cages (2 total): each supports 1 × 3.5″ HDD + 1 × 2.5″ SSD, or 1 × 3.5″ HDD or 2 × 2.5″ SSD, PSU shroud cover: 1 × 2.5″ SSD
  • Max GPU Length: up to 380mm
  • Max CPU Cooler Height: up to 180mm
  • PSU Type: ATX up to 220 mm (standard orientation) , up to 180 mm (rotated orientation)
  • Pre-installed Fans: 2 x 170mm (Front) 1 x 140mm (Rear)
  • Fan Support: 2 x 170 mm (Front) 3 x 120 mm / 2 x 140 mm(Top) 1 x 120mm / 1 x 140mm (Rear) 3 x 120 mm (Bottom)
  • Radiator Support: 360 / 280 / 240 mm (Top)
  • Dust Filters: Bottom x 1 / Front × 1 (x 2 RU version only)
  • Front I/O: 2 x USB 3.0 Type-A, 1 x USB 3.2 Type-C, 1 x Audio / Microphone Combo Jack, 1 x Power button, 1 x M1 Front Panel Lighting Control Button, 1 x M2 Fan Lighting Control Button
  • LCD Screen: N/A

Thermal Performance Testing

To simulate thermal demand we run the Cinebench R23 multi-thread benchmark and 3DMark Speed Way stress test simultaneously in a loop for 30 minutes to load the system fully. This gives the CPU and GPU enough time to reach constant steady-state temperature. With this data, we can compare how the system handles the thermal demand and measure peak noise levels.

Thermal performance is measured with the case in various configurations, such as the default, with the tempered glass left-hand side panel removed and with the front panel removed to see how these configurations affect the CPU and GPU temperature. During testing, only stock case fans are used unless otherwise specified. All water pumps are set to maximum RPM and fans are set to a custom RPM curve by the Motherboard software/BIOS.

All temperature measurements are presented as Deltas – meaning the ambient temperature has been deducted from the CPU temperature giving us a Delta. Data shown in the charts represent the average component temperature over the length of the test as measured by HWiNFO and then the last 15 minutes of the data are calculated to get the average. The ambient temperature during thermal tests is between 19-20⁰C.

Test System Specification:

Thermal Performance Overview

We tested the case thermals with a 360mm AIO as the exhaust at the top and in several different configurations. The default configuration shown in the charts is with the 360mm AIO at the top, 2 x 170mm front intake fans, 1 x 140mm exhaust fan and with all panels installed.

In terms of thermals, the Lancool 217 INF delivers solid results straight out of the box. In the default configuration, the CPU recorded a steady-state temperature of 53°C over ambient, while the GPU sat at 49°C over ambient under load. Removing the glass side panel or swapping the front and top mesh out didn’t significantly alter these results, showing that the case’s airflow design is already very efficient as standard.

The only notable improvement came from adding bottom-mounted fans, which reduced GPU temperatures to 46°C over ambient and lowered CPU temperatures slightly to 52°C. This indicates that the extra intake helps the graphics card breathe more easily, improving airflow across the lower section of the case. Overall, the Lancool 217 INF maintains strong thermal performance, and with just a small tweak by bottom fans, it can cool high-end components even more effectively.

You can get a better sense of how the airflow changes when adding floor fans by looking at the smoke tests in the video.

With no bottom fans installed, the GPU still draws air in through the lower side vent, so there’s already a natural intake path. However, once the two bottom intake fans are added, you can clearly see that airflow towards the GPU becomes much more direct and faster. This extra push of air helps feed the graphics card more efficiently, which ties in neatly with the small drop in GPU temperature we saw during the thermal testing.

Noise Output

Noise performance from the Lancool 217 INF stayed very consistent across all configurations, with system idle noise sitting at around 37 dBA regardless of setup. Under load, most configurations peaked at 50 dBA, showing that removing panels or swapping materials didn’t noticeably alter the acoustic profile.

The only setup that made a difference was with additional bottom fans installed. This configuration not only lowered GPU temperatures slightly but also reduced load noise to 49 dBA, suggesting that the improved airflow helped the GPU maintain lower fan speeds. It’s a small but welcome gain in both thermal and acoustic efficiency.

Closing Thoughts

The Lian Li Lancool 217 INF builds on the strengths of the original model while adding a much more eye-catching front design. The infinity mirror panel paired with the two large 170mm fans gives the case a distinctive look, but the visual upgrade doesn’t come at the cost of performance. Airflow through the front mesh remains strong, and the case maintains the high level of cooling capability that the Lancool series is renowned for.

Thermal performance throughout testing was consistently good, with the default configuration handling both CPU and GPU loads without breaking a sweat. The only notable improvement came when adding bottom intake fans, which helped direct airflow more efficiently towards the graphics card. This lined up neatly with the slight reduction in GPU temperatures we recorded. It’s not essential, but adding bottom fans is a small, worthwhile tweak for high-end GPU setups.

Hardware support is another area where the 217 INF performs well. There’s plenty of room for larger components, including all motherboard types, big GPUs and top radiators, plus the interior layout makes it straightforward to build in. Cable management is tidy, the tool-free panels are easy to work with, and overall build quality feels as solid as you’d expect from Lian Li at this price point. Nothing about the redesign interferes with the usability of the chassis.

Taken as a whole, the Lancool 217 INF is a well-executed refresh of an already great chassis that retains all the positive features of the original while adding a more striking front aesthetic. If you’re after a mid-tower that delivers strong airflow, great thermals, and a clean and simple building experience, all wrapped in a unique-looking package, the Lian Li Lancool 217 INF is a very well-rounded option that’s easy to recommend, especially at this price point.

The Lian Li Lancool 217 INF is available to purchase now from Scan priced from £107.99 for the black version HERE and £112.99 HERE for the white version.

Pros: 

  • Great airflow and cooling.
  • Excellent build quality and hardware support.
  • Brilliant cable management.

Cons:

  • The front infinity mirror panel shows up every fingerprint.
  • Lack of front radiator installation is not good for custom cooling.

KitGuru Says: The Lancool 217 INF is a strong evolution of the original, with excellent airflow, great thermals, high-end hardware support, clean build experience and impressive build quality with a striking new look at a decent price.

The post Lian Li Lancool 217 INF Case Review first appeared on KitGuru.
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Just 0.03% of users have ‘abused’ GOG’s generous refund policy

While Steam has been lauded for years thanks to its user-friendly approach to game refunds, GOG’s return policy is arguably even more friendly. Despite this, the team at CD Projekt have confirmed that just 0.03% of GOG users have exploited this generosity – claiming “when you trust players, they give you every reason to keep trusting them.”

Responding to a Reddit thread discussing the potential exploitation of GOG’s generous refund policy – in which one user revealed that they “literally played Cyberpunk, finished it + a ton of side content, then refunded it because I needed the money” – the official GOG Twitter page offered a surprisingly candid comment, stating:

“As this Reddit thread gains traction, we want to stress that when you trust players, they give you every reason to keep trusting them: only 0.03% of our active users in October abused our Refund Policy.”

Policy GOG

For context, GOG’s refund policy is currently stated as follows: “You may request a refund for a product up to 30 days after purchase, even if it was downloaded, launched, and played” – with no wording on whether there is a maximum amount of play time allowed before requesting a refund.

Of course, it is worth noting that the team at ‘Good Old Games' does have every right to deny a request, but it appears as though for now they are primarily placing their trust in the players.

GOG has made a ton of strides in ensuring they are objectively the best place to purchase and play PC games. Hopefully their refund policy is maintained and doesn’t wind up being exploited further in the wake of this revelation.

KitGuru says: What do you think of GOG in general? Would you switch over to the platform permanently in the future? Let us know down below.

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Sony’s Horizon franchise has reportedly sold over 40 million copies

Earlier this year, as part of the ongoing lawsuit between Sony and Tencent, the PS5 console maker revealed that their Horizon Zero Dawn / Forbidden West franchise had sold a total of 38 million copies since the first game’s launch back in 2017. In the months since, it appears as though the series has only continued to grow, with the franchise having reportedly now exceeded 40 million copies sold.

As reported by the Korean publication ‘news.nate.com’ (and translated by ResetEra user Red Kong XIX) in the wake of the official announcement of NCSoft’s Horizon Steel Frontiers MMO, it was revealed that since the first game’s arrival in early 2017, the Horizon franchise has sold a total of 40 million copies.

As mentioned, the last ‘official’ figure put the series at 38 million copies as of July 2025, meaning either the previous data was somewhat outdated, or the series has pushed a further 2 million copies since the previous report.

Franchise 40 million

As of right now, the Horizon series consists of 4 games: 2017’s Horizon Zero Dawn; 2022’s Horizon Forbidden West; the PSVR2-exclusive Horizon Call of the Mountain in 2023 and most recently Lego Horizon Adventures last year.

Given that at least two more Horizon projects have been confirmed, it will be interesting to see how quickly the series will take to reach its next major milestone of 50 million copies.

KitGuru says: Are you one of the 40 million players? Which of the 4 Horizon games is your favourite? Are you more excited for NCSoft’s Horizon MMO or Guerrilla Games’s multiplayer project? Let us know down below.

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Red Dead Redemption 1 to get native PS5, Series X|S and Switch 2 update next month

After well over a decade being limited to the 7th generation of video game consoles, the much-loved Red Dead Redemption was finally ported to ‘modern’ systems in 2023. Technically only released for the PS4/Pro and the OG switch (as well as PC later on), Rockstar has now unveiled a free current-gen update, coming to the PS5; Series X|S and Switch 2 – alongside an Android/iOS port.

Making the announcement the team at Rockstar Games officially confirmed that “Red Dead Redemption and Undead Nightmare are coming to Netflix, iOS, Android, PS5, Xbox Series X|S, and Nintendo Switch 2 on December 2.”

While we did not get any specifics regarding what this upgrade will entail, the studio confirmed that it will be a free update including “the ability to carry over game progress, and a number of enhancements.”

As mentioned, Red Dead Redemption was first remastered back in 2023, arriving primarily for the PS4/Pro at the time (though it did get a PS5-specific FPS unlock option after-the-fact).

As such, it will be interesting to see what this 9th-gen release winds up introducing on top of the previously-offered boost to resolution and FPS.

At the very least, it is encouraging to see the update being offered for free. Hopefully Red Dead Redemption 2 is next in line for a remaster.

KitGuru says: Were you hoping to see RDR get a native current-gen update? Would you have preferred to have Red Dead Redemption 2 be remastered first? Let us know your thoughts down below.

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Steam Frame Isn't Valve Index 2, And That's A Good Thing

Of the many things Steam Frame is, what it isn't is a Valve Index 2. But that's a good thing.

When Valve Index launched in 2019, it was one of the most expensive VR headsets on the consumer market. Facebook had just launched the $400 Rift S and Oculus Quest headsets, and there was nothing like Apple Vision Pro or Samsung Galaxy XR.

At $1000 for the full kit, Index was a premium product for enthusiasts, meant to push the high-end, with (relatively) wide field of view lenses, off-ear speakers, and precise laser tracking. The thick, heavy tether and wall-mounted base stations were a feature, not a bug.

Based on some of the reactions to Steam Frame over the past few days, it's clear that many Index owners, and hardcore VR enthusiasts in general, were hoping that Valve would repeat its last-decade strategy, with another high-end tethered headset.

They wanted 4K micro-OLED panels (or at least, say, 3K LCD with local dimming) fed by yet another DisplayPort cable, with ultra wide field of view lenses, face tracking, and "Lighthouse" base station tracking, backwards-compatible with existing SteamVR peripherals.

But there are good reasons why Valve didn't do this, and why Steam Frame is the better strategy.

Oculus Quest 2 Is Now The Most-Used VR Headset On Steam
Nearly 5 months after launch, Facebook’s Oculus Quest 2 is the most used VR headset on Steam. That is according to the February 2021 results for the Steam Hardware Survey. Valve finally started counting Quest 2 headsets in its own category at the beginning of January. Quest 2 jumped
UploadVRJamie Feltham

Index was relatively successful for what it was trying to be, by all accounts. More than six years later it still makes up around 15% of SteamVR usage. But what it did not do is meaningfully increase the total number of people playing VR games on Steam.

Instead, it was the $300 Quest 2 that achieved that feat. Less than six months after launch it became the most used headset on Steam, and today standalone headsets make up over 2/3rds of SteamVR use.

Standalone headsets with computer vision tracking allow anyone to connect to SteamVR on their PC with a couple of clicks, completely wirelessly, with no base stations or other complex setup required. And that they are wireless matters.

Valve “Looking Into Several Methods” For Wireless Index
During the Index VR headset launch party Valve CEO Gabe Newell stated that the company is “looking into several methods” for making the headset untethered: “As I said, shipping a product is truly the beginning. There are some obvious next steps. It’s simple for us to broaden our distribution
UploadVRDavid Heaney

Among existing VR enthusiasts, there is a sentiment that wireless is a nice-to-have, but far from essential feature, while some are even actively opposed to it, adamant that they'll never cut the tether.

But there is a selection bias at play here. People who consider the cable a dealbreaker didn't buy the Index, or any other tethered PC VR headset. And they are the majority.

Since the HTC Vive Wireless Adapter, seven years ago, it has been obvious that wireless is the ideal for VR. You don't have to stow a cable and avoid running over it with your chair wheels. You can rotate freely in VR without worrying about getting tangled. And you can truly lose yourself in the virtual world because you don't have a tether reminding you where your PC is.

In fact, in 2017 Valve CEO Gabe Newell called wireless VR a “solved problem”. “My expectation is that wireless will be an add-on in 2017, and then it will be an integrated feature in 2018”, Newell was quoted as saying during a press conference that year.

Of course, the Vive Wireless Adapter relied on a 60GHz signal, unable to penetrate solid objects at all, so the transmitter had to be wall mounted and the receiver positioned on the top of your head, plus it was expensive. It was the right goal, but with the wrong technology.

Within days of the release of Oculus Quest people started using their existing home Wi-Fi network, leveraging the same H.264 codec used for video streaming to turn a $400 headset into a wireless room-scale PC VR system for no additional cost.

From here, the death of tethered PC-only VR headsets, or at least their relegation to a tiny niche, was inevitable.

Steam Frame Hands-On: UploadVR’s Impressions Of Valve’s New Headset
UploadVR’s Ian Hamilton and David Heaney went hands-on with Steam Frame at Valve HQ, trying both standalone use and PC VR.
UploadVRIan Hamilton

There are two problems with this approach, however.

Firstly, the high compression ratio means that this kind of wireless VR doesn't look as good as a DisplayPort signal. And secondly, while some enthusiasts have ideal dedicated network setups with a high-end dedicated access point, most people rely on the cheap router their ISP supplied them a decade ago, which may not be near their VR playspace and also has to handle the traffic from the rest of the household.

With Steam Frame, Valve is using a combination of both hardware and software cleverness to refine the compressed wireless streaming experience. The headset has dual wireless radios, one of which is dedicated to the PC wireless adapter included in the box. And eye-tracked foveated streaming is used at all times, optimizing the video stream quality for where you're currently looking.

The Steam Frame box included the wireless adapter, front and center (photo by UploadVR at Valve HQ).

Essentially, Steam Frame is trying to package the high-quality wireless VR setups that only enthusiasts experience today into a relatively mainstream PC gaming product.

It's not about delivering yet another tethered PC VR headset with higher resolution – there are Bigscreen and Pimax headsets for that. Instead, Steam Frame is focused on delivering the best possible wireless PC VR experience that can be sold for less than $1000 (Valve's current plan).

And it's exactly this that PC VR needs. A product that out of the box, for every buyer, delivers an excellent wireless PC VR experience, without modifying their home network setup. Steam Frame isn't Index 2, but it's the better move for Valve. And instead of selling to the same few hundred thousand enthusiasts, I suspect it could sell millions of units through its lifetime, bringing far more customers for developers building PC VR games.

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OnePlus 15 Just Broke Our Flagship Phone Record For Battery Life

OnePlus 15 Just Broke Our Flagship Phone Record For Battery Life We recently published a full review of the Qualcomm Snapdragon 8 Elite Gen 5-powered OnePlus 15 smartphone. We praised the device for its premium design, 165Hz display, and excellent performance, among many other things. If you missed that review, do yourself a favor and check it out. That review was missing one key piece of data, however
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Lian Li targets high-end SFF builds with new SP Platinum ATX 3.1 PSUs

Lian Li has launched its new SP Platinum Series, a line of high-performance SFX power supplies designed for premium small-form-factor builds. The new units are available in 850W and 1000W capacities, both achieving an 80 Plus Platinum certified efficiency.

The SP Platinum series is built to the latest Intel ATX 3.1 and PCIe 5.1 specifications, making it fully ready for next-generation components. It includes Lian Li's own in-house manufactured 12V-2×6 GPU cable, which features alloy copper terminals for lower contact resistance and a dual-colour connector to help ensure it's fully seated. Internally, the PSUs are built with 100% Japanese 105°C capacitors and are equipped with a comprehensive suite of protections, including OCP, OVP, OTP, OPP, SCP, UVP, NLP, and SIP.

Cooling is handled by a 92 mm FDB fan governed by a smart curve, which enables a zero-RPM mode by switching the fan off entirely at loads of 40% or less. For builders working in cramped SFF chassis, the SP Platinum Series comes with “super-flexible” braided modular cables to improve routing and airflow.

Lian Li has also included two notable quality-of-life features. An SFX-to-ATX adapter bracket is in the box for compatibility with larger cases. More uniquely, the PSU ships with an extension power cord that features an integrated on/off switch, allowing users to cut power to the installed PSU more easily. The Lian Li SP Platinum Series is now available in both black and white versions, starting at £142.99/€164.90 for the 850W models and £159.95/€184.90 for the 1000W models.

Discuss on our Facebook page, HERE.

KitGuru says: Planning on building an SFF system? Have you already locked in on a PSU, or does the new Lian Li SP series PSUs still have a chance?

The post Lian Li targets high-end SFF builds with new SP Platinum ATX 3.1 PSUs first appeared on KitGuru.
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ADATA brings 128GB DDR5 modules to mainstream desktops with new 4-Rank CUDIMMs

Adata has introduced a 128GB DDR5 CUDIMM module, effectively doubling the maximum capacity per stick for the mainstream desktop platform. This breakthrough brings 4-rank memory, previously available only in server space, into consumer-grade hardware.

Until now, the consumer DDR5 market has been limited to single- and dual-rank modules, with a maximum capacity of 64GB per DIMM. With a 4-rank module architecture (dividing the module into four groups via chip stacking), Adata has pushed the new capacity limit to 128GB. This means that even dual-DIMM motherboards can now support 256GB of RAM.

Despite the clear advantage of using such a design, there is a technical trade-off to it. A 4-rank configuration increases the load on the memory bus, which can negatively impact maximum stable frequencies. For gaming, less dense memory modules might still be better, but for memory-intensive applications, such as AI workloads and high-end content creation, the sheer increase in capacity may outweigh the benefit of higher clock speeds.

To ensure stability, Adata has already been validating its 4-rank DDR5 5600 MT/s CUDIMM modules on MSI's upcoming Z890 motherboards. This development is particularly significant for the small form-factor (SFF) market, where dual-DIMM motherboards are the standard, removing a major capacity limitation for high-performance compact builds. Adata has not yet shared detailed specifications or a retail launch date for the new 128GB modules, but a 2026 release looks plausible.

Discuss on our Facebook page, HERE.

KitGuru says: Would you make use of these 128GB memory modules, or is this overkill for your needs?

The post ADATA brings 128GB DDR5 modules to mainstream desktops with new 4-Rank CUDIMMs first appeared on KitGuru.
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Mojang and Candy Crush developer reveal ‘Minecraft Blast’

Mojang has officially announced Minecraft Blast, a new free-to-play mobile puzzle game developed in collaboration with King, the studio behind Candy Crush Saga. The announcement confirms that this is a separate project and will not interfere with or delay future updates for the core Minecraft game, such as the upcoming Mounts of Mayhem update.

The new title (via MobileGamer) is described as a “modern match puzzle” game. Based on early screenshots, players will match blocks by colour or type within a set number of moves to complete level objectives. The gameplay is supplemented with familiar Minecraft mechanics, including boosters themed as tools like pickaxes and shovels. Beyond the puzzle levels, players will also be able to unlock themed locations and construct their own Minecraft-inspired structures.

Minecraft Blast is still in its “extremely early days” according to Mojang. The first limited playtest is currently being rolled out in Malaysia only. This initial test is only available via the Apple App Store on iOS. Mojang has stated that it plans to expand testing to other regions and platforms in the future to gather feedback.

As is standard for this kind of early-phase testing, the current build contains only a small portion of the final content. Mojang has also confirmed that any progress made by players during this test period will be reset and will not carry over to the final, full release of the game.

Discuss on our Facebook page, HERE.

KitGuru says: Are you a fan of Minecraft? What do you think of this mix between Minecraft and Candy Crush Saga?

The post Mojang and Candy Crush developer reveal ‘Minecraft Blast’ first appeared on KitGuru.
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Former Ubisoft studio lead confirms Splinter Cell project was cancelled in 2017

Back around 2018, an E3 leak claimed that Ubisoft was planning on announcing a new Splinter Cell game. That turned out to be entirely false, but the publisher was indeed working on a revival of the stealth-action franchise at one point, although it was quickly cancelled in a pivot towards ‘live service' games.

This week, Bloomberg's Jason Schreier published a new interview with AdHoc Studios co-founder, Nick Herman, covering his journey from Ubisoft to founding his new studio and releasing the new hit-game Dispatch. In this interview, Herman reveals that around 2017, when he took on a role at Ubisoft's San Francisco studio, he and a small team had worked on a new Splinter Cell game for several months:

Herman had the following to say about his time working on Splinter Cell:

“I was so excited to be a part of this and help revitalize it, because it’s been dormant for a while, and we thought we could tell a great story and do something the fans would love”.

However, it is claimed that the game was cancelled very early on, as Ubisoft had begun asking its studios to focus on ‘Games as a service', otherwise known as live-service games. The group struggled to come up with an idea that would stick and ultimately, Herman left Ubisoft to start up AdHoc Studios, which just released its first hit game, Dispatch, which prominently features Breaking Bad co-star, Aaron Paul in a lead acting role.

Eventually, Ubisoft San Francisco hired a new leader, Mark Rubin, and began working on XDefiant. While the game garnered some hype during its beta testing phase, players had issues with the title at launch and ultimately, Ubisoft shut the game down and closed the San Francisco studio.

While some have taken this interview to mean that Splinter Cell was cancelled specifically for XDefiant, that was not the case. The Splinter Cell project had a short-lived life in 2017 and was cancelled to focus on live-service multiplayer games. However, XDefiant didn't come to be until after 2019, at least two years after the short-lived Splinter Cell project.

Discuss on our Facebook page, HERE.

KitGuru Says: There is a serious lack of stealth-action games on the current market. Ubisoft has the perfect IP to fill that gap. Hopefully at some point in the next couple of years, it capitalises on that opportunity.

The post Former Ubisoft studio lead confirms Splinter Cell project was cancelled in 2017 first appeared on KitGuru.
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