Tag Archives: fps

DOOM’s Legendary Co-Creator John Romero Is Making A Brand New FPS

Image: Romero Games

The absolutely legendary game designer and programmer John Romero has announced he’s working with a major publisher on an “all-new” first-person shooter and is now hiring.

In an announcement on social media, John shared the following message on behalf of Romero Games – calling for talented people to join the team:

“It’s a new dawn for Romero Games. We’re working with a major publisher to develop John Romero’s next shooter: an all-new FPS with an original, new IP. Out team is expanding, and we’re looking for talented people for all positions and at all experience levels, particularly those with Unreal Engine 5 experience.”

John Romero was one of the co-founders of id Software in the ’90s – paving the way for the first-person shooter genre and coining the term deathmatch. Apart from Doom, he also worked on series such as Wolfenstein, Hexen and Quake.

He founded his new studio with his wife in 2015 which most recently released the strategy RPG Empire of Sin on Switch and multiple other platforms. The classic games he worked like Doom and Quake are also available via the Switch eShop.

No release date or platforms have been revealed for Romero Games’ new title yet. Would you be interested in a new FPS from the team at Romero Games? Comment down below.



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NVIDIA GeForce RTX 4090 Graphics Card Allegedly Delivers Over 160 FPS In Control With RT & DLSS at 4K, 2x Performance Gain Over RTX 3090

After the first synthetic result was shared, now an alleged gaming performance result of the NVIDIA GeForce RTX 4090 graphics card has been revealed which shows a 2.2x gain over the RTX 3090 with Raytracing and DLSS enabled at 4K resolution.

NVIDIA GeForce RTX 4090 Graphics Card Over Twice As Fast As RTX 3090 In Control With Raytracing & DLSS Enabled at 4K Resolution, Allegedly

The NVIDIA GeForce RTX 4090 graphics card is going to be the green team’s flagship offering for 2022. There have been various leaks and rumors around the card throughout the year but from what we can tell, the launch is more or less expected around Q4 2022. With 3-4 months left in its launch, now the rumors are shifting the focus from specifications to performance numbers.

While we heard about an alleged synthetic performance benchmark for the NVIDIA GeForce RTX 4090, scoring almost 2x performance gain in the 3DMark Time Spy Extreme benchmark, now an alleged gaming benchmark has been shared by @XpeaGPU which states that the graphics card is being tested, and delivers over 160+ FPS in Control at Ultra (RT + DLSS) in 4K. The specific model being tested is reported as an “AD102 High-Power Draw” variant which could point it to being an overclocked model.

Compared to the NVIDIA GeForce RTX 3090 in the High-Preset using RT and DLSS, we get a score of up to 2.2x so if we were to run the previous flagship in the Ultra-Preset, we are going to get up to a 2.5x gain which is just ridiculously huge. Our benchmark also had the DLSS factor set to the quality preset and we don’t know what the allegedly leaked benchmark had DLSS set to. The quality mode prefers IQ over FPS whereas the performance mode does the opposite and drops the IQ by a bit.

So it looks like you are looking at anywhere from 2x to 50% higher performance for the RTX 4090 depending on the DLSS version that was used for the alleged benchmark.

The NVIDIA GeForce RTX 4090 was expected to deliver 2-2.5 x performance gain but that was expected only in synthetic benchmarks. If the performance in gaming is also close to those figures, then Ada Lovelace can be one of the biggest performance jumps from the green team we have seen to date. Overall, if this result is true, then enthusiast gamers are definitely in for a treat with 4K gaming over 100 FPS becoming a reality.

In similar news, Kopite7kimi states that an AIB model of the NVIDIA GeForce RTX 4090 graphics card can reach 20,000 points in the same 3DMark Time Spy Extreme benchmark. That will be an easy 2x gain over RTX 3090 Ti and a 70-80% jump over the RTX 3090 Ti graphics card which is the current-gen flagship.

NVIDIA GeForce RTX 4090 ‘Rumored’ Specifications

The NVIDIA GeForce RTX RTX 4090 graphics card is expected to be powered by the top AD102-300 GPU but it is only the ‘Ti’ variant that will feature the full chip. The GeForce RTX 4090 will utilize a slightly cut-down configuration.

The NVIDIA GeForce RTX 4090 will use 128 SMs of the 144 SMs for a total of 16,384 CUDA cores. The GPU will come packed with 96 MB of L2 cache and a total of 384 ROPs which is simply insane. The clock speeds are not confirmed yet but considering that the TSMC 4N process is being used, we are expecting clocks to hit or even exceed the 3.0 GHz range. The core count is a 56% increase over the RTX 3090 so a lot of things such as clocks, cache, architecture and various other technologies are pushing the performance up by such a huge margin.

As for memory specs, the GeForce RTX 4090 is expected to rock 24 GB GDDR6X capacities that will be clocked at 21 Gbps speeds across a 384-bit bus interface. This will provide up to 1 TB/s of bandwidth. This is the same bandwidth as the existing RTX 3090 Ti graphics card and as far as the power consumption is concerned, the TBP is said to be rated at 450W which means that TGP may end up lower than that. The card will be powered by a single 16-pin connector which delivers up to 600W of power. It is likely that we may get 500W+ custom designs as we saw with the RTX 3090 Ti.

The graphics card is expected to launch in October 2022 and will be followed by the rest of the Ada Lovelace GPU-powered lineup of graphics cards.

NVIDIA GeForce RTX 4090 Ti & RTX 4090 ‘Preliminary’ Specs:

Graphics Card Name NVIDIA GeForce RTX 4090 Ti NVIDIA GeForce RTX 4090 NVIDIA GeForce RTX 3090 Ti NVIDIA GeForce RTX 3090
GPU Name Ada Lovelace AD102-350? Ada Lovelace AD102-300? Ampere GA102-350 Ampere GA102-300
Process Node TSMC 4N TSMC 4N Samsung 8nm Samsung 8nm
Die Size ~600mm2 ~600mm2 628.4mm2 628.4mm2
Transistors TBD TBD 28 Billion 28 Billion
CUDA Cores 18432 16128 10752 10496
TMUs / ROPs TBD / 384 TBD / 384 336 / 112 328 / 112
Tensor / RT Cores TBD / TBD TBD / TBD 336 / 84 328 / 82
Base Clock TBD TBD 1560 MHz 1400 MHz
Boost Clock ~2800 MHz ~2600 MHz 1860 MHz 1700 MHz
FP32 Compute ~103 TFLOPs ~90 TFLOPs 40 TFLOPs 36 TFLOPs
RT TFLOPs TBD TBD 74 TFLOPs 69 TFLOPs
Tensor-TOPs TBD TBD 320 TOPs 285 TOPs
Memory Capacity 24 GB GDDR6X 24 GB GDDR6X 24 GB GDDR6X 24 GB GDDR6X
Memory Bus 384-bit 384-bit 384-bit 384-bit
Memory Speed 24.0 Gbps 21.0 Gbps 21.0 Gbps 19.5 Gbps
Bandwidth 1152 GB/s 1008 GB/s 1008 GB/s 936 Gbps
TGP 600W 450W 450W 350W
Price (MSRP / FE) $1999 US? $1499 US? $1999 US $1499 US
Launch (Availability) 2023? October 2022? 29th March 2022 24th September 2020

Products mentioned in this post



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God of War Ragnarok 60 FPS and 30 FPS 4K graphics modes seemingly leaked early

A retailer has seemingly leaked details on God of War Ragnarok’s performance and resolution modes, which will offer a choice between 30 FPS and 60 FPS targets.

UK retailer ShopTo sent an email to customers today ahead of Ragnarok’s pre-orders going live, promising that the game will let you “switch between full 4K resolution at a targeted 30 frames per second, or dynamic resolution upscaled to 4K at a targeted 60fps.” Based on the way the information is written and the screenshots attached, it seems these details were provided by Sony – though the PlayStation brand has not yet officially confirmed the info.

You can see the ShopTo email (opens in new tab) in full here, though there aren’t many additional details of note. The game will support the haptic feedback and adaptive triggers of the DualSense controller, and will also include 3D audio support.

Those two performance options aren’t much of a surprise either way, as other first-party PS5 games, like Spider-Man: Miles Morales, Ratchet & Clank: Rift Apart, and Horizon Forbidden West, have typically launched with similar features. Additional graphics modes, like 40 FPS targets intended for 120hz screens, have often been implemented by developers after launch.

As previously announced, God of War Ragnarok pre-orders open tomorrow, July 15. It’s safe to expect official information from Sony as those early purchases go live. (Just be aware of what you are and are not getting with that expensive collector’s edition.) The release date of November 9 was finally confirmed earlier this month, after a lengthy bout of drama over the reveal.

Following the latest cinematic trailer, Ragnarok fans really want to become friends with Fenrir.

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Cult FPS XIII’s Terrible Remake Is Being Remade All Over Again

Screenshot: Microids

In 2003, a shooter called XIII was released. Based on a series of Belgian graphic novels, it tried something unique (for the time) by emulating the comic’s cel-shaded look, and while it wasn’t the greatest shooter ever made, it was still incredibly cool, quickly earning itself cult status.

Then seventeen years later everything went to hell. A remake of the game was released, and it quickly became one of the worst examples of this kind of business (at least until this month, anyway). It was so bad, in fact, that everyone involved ended up issuing an apology, saying that “XIII does not meet our quality standards” and that “the pandemic has impacted the game’s production on many levels.”

As a refresher, here’s how I described it:

I’ve installed the game and tried it out, and yeah, they’re right. It’s bad. Animations are inconsistent (sometimes fine, sometimes almost non-existent), the sound is terrible, the “upgraded” visuals actually detract from the original’s entire cel-shaded appeal, and the developers have inexplicably changed key features of the game, like swapping out the old ability to carry every gun for a limited number of slots.

And here are some of the Steam reviews at the time:

Most disappointing remake of a game I’ve ever had the misfortune of playing. A downgrade from the original in every conceivable way.

This remake is the laziest and the most disrespectful product I have ever seen in my life, a true spit in the face of every XIII fan.

Don’t buy this game. Play the original. At it’s current state, this one is in no way worth full price.

Absolutely the worst “remake” I’ve ever played.

Now, this would normally be the point where everyone involved eats shit, the game goes away and we all get on with our lives (especially since the original game is still available for pocket change). But publishers Microids just will not let this go, and so 18 months after the remake’s nightmare release they’ve announced that they’re basically going to try it one more time, only this time with new developers who have spent a year reworking the 2020 release into something more acceptable.

Original studio PlayMagic are gone, replaced by French studio Tower Five, and in a statement released on the game’s Steam page Microids say (emphasis mine):

To achieve the quality standards and offer an optimal gaming experience, Microids decided to entrust the development of XIII Remake to the French studio Tower Five (Lornsword: Winter Chronicle). Hard at work for more than a year on a major update. This update will be released on September 13th.

On that date, owners of the game will receive a free update and enjoy the game as intended. The development studio reworked the entire game from the Art Direction to the AI and added numerous technical improvements.

Specifically, some of those “numerous” improvements include (via this image accompanying the statement) a reworked HUD and “revamped sound design”. I…cannot think of another time this has happened, especially in this timeframe, so it’ll be interesting to check the game out in September and see how far it’s come.

Screenshot: Microids

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Rapid, Rainy FPS Bright Memory: Infinite Pulls Trigger on PS5 Port

Bright Memory: Infinite, the quick-fire FPS from FYQD Studio, will launch on PS5 later this year. Originally released for PC in 2021, the game will support raytracing at 60 frames-per-second – or there will be an alternative 120 frames-per-second option available, for those who seek the quickest response times possible.

In addition to smooth performance and visuals, the developer is also promising adaptive trigger support for the DualSense controller – although, irritatingly, it sounds like gyro aiming will be available on the Nintendo Switch only. It’s bizarre how developers keep failing to implement this feature on PlayStation consoles.

“Bright Memory: Infinite combines the skilful gunplay of first-person shooters with the intense swordplay of hack-and-slash action games,” the blurb reads. “Combine shots, slashes, acrobatic manoeuvres, and psychic powers to combo through futuristic soldiers and demons from ancient Chinese mythology. Unlock new abilities through a deep, branching skill tree.”

The PS5 version will also include all of the cosmetic unlocks from the PC release at launch, including some, er, interesting choices of attire!



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AMD Marketing Claims Radeon RX 6000 GPUs Offer Better Performance Per Dollar & Higher FPS Per Watt Versus NVIDIA’s RTX 30 Series

In a new marketing slide published by AMD, the company claims that its Radeon RX 6000 GPUs lead in both pricing & efficiency versus NVIDIA’s RTX 30 series.

AMD Radeon RX 6000 GPUs Offer Better Value & Efficiency Over NVIDIA’s GeForce RTX 30 Series, Red Team Claims

The slide in question was tweeted by AMD’s Chief Architect of Gaming, Frank Azor which showcases both the performance per watt and performance per dollar of AMD’s entire Radeon RX 6000 lineup against the NVIDIA GeForce RTX 30 series. The list of GPUs include all the way from the fastest AMD Radeon RX 6950 XT to the entry-level Radeon RX 6400.

AMD Flagship RDNA 3 Navi 31 GPU Allegedly Codenamed ‘Plum Bonito’ & Uses ‘Gemini’ Board, Next-Gen RDNA 4 May Land As ‘GFX1200’ Series

AMD has used street prices of the cards for comparison and not the MSRPs. Based on the metrics, the AMD Radeon RX 6000 series lineup offers:

  • RX 6950 XT vs RTX 3090: 80% Higher FPS/$ ($1100 vs $1700)
  • RX 6900 XT vs RTX 3080 Ti: 19% Higher FPS/$ ($1000 vs $1170)
  • RX 6800 XT vs RTX 3080: 6% Higher FPS/$ ($850 vs $850)
  • RX 6800 vs RTX 3070 Ti: 8% Higher FPS/$ ($759 vs $750)
  • RX 6750 XT vs RTX 3070: 33% Higher FPS/$ ($550 vs $700)
  • RX 6700 XT vs RTX 3060 Ti: 30% Higher FPS/$ ($490 vs $580)
  • RX 6650 XT vs RTX 3060: 54% Higher FPS/$ ($400 vs $430)
  • RX 6600 vs RTX 3050: 40% Higher FPS/$ ($330 vs $330)
  • RX 6500 XT vs GTX 1650: 19% Higher FPS/$ (199 vs $190)
  • RX 6400 vs GTX 1050 Ti: 89% Higher FPS/$ ($160 vs $192)

AMD has claimed up to 89% better performance per watt when comparing its new RDNA 2 Radeon RX 6400 graphics card to a several-year-old GTX 1050 Ti graphics card. The second-biggest increase comes from the recently released flagship, the RX 6950 XT which provides a 80% uplift over its RTX competitor, the GeForce RTX 3090, with an 80% higher value. With that said, AMD also shared the performance per watt metrics for its Radeon RX 6000 series lineup which can be seen below:

  • RX 6950 XT vs RTX 3090: 22% Higher FPS / Watt (335W vs 350W)
  • RX 6900 XT vs RTX 3080 Ti: 19% Higher FPS / Watt (300W vs 350W)
  • RX 6800 XT vs RTX 3080: 21% Higher FPS / Watt (280W vs 320W)
  • RX 6800 vs RTX 3070 Ti: 27% Higher FPS / Watt (250W vs 290W)
  • RX 6750 XT vs RTX 3070: Similar FPS / Watt (250W vs 220W)
  • RX 6700 XT vs RTX 3060 Ti: 10% Higher FPS / Watt (230W vs 200W)
  • RX 6650 XT vs RTX 3060: 35% Higher FPS / Watt (180W vs 170W)
  • RX 6600 vs RTX 3050: 38% Higher FPS / Watt (132W vs 130W)
  • RX 6500 XT vs GTX 1650: Similar FPS / Watt (107W vs 75W)
  • RX 6400 vs GTX 1050 Ti: 123% Higher FPS / Watt (53W vs 75W)

AMD also lists down each specific gaming tier that these cards are meant for. The Navi 24 offerings such as the Radeon RX 6500 XT & RX 6400 are meant for 1080p Medium gaming, Navi 23 offerings are designed for 1080p Max, the Navi 22 offerings that include RX 6700 series are designed for 2K Max while the Navi 21 offerings aim for the 4K maxed out the segment.

Once again, the prices are the lowest as seen over at Newegg on the 10th of May, 2022. With the ever-changing prices, this chart may become invalid soon but it looks like AMD & NVIDIA are aware of the fact that with prices dropping and availability improving, gamers are now going to look for a new solution for their PC and both companies are trying their best with marketing and promos to entice gamers to buy their current-generation graphics cards. AMD and NVIDIA have already done marketing around the availability of these cards and the red team also recently announced to do a full relaunch of their ‘Raise The Game’ bundle.

AMD Radeon RX 6000 Series “RDNA 2” Graphics Card Lineup:

Graphics Card AMD Radeon RX 6950 XT AMD Radeon RX 6900 XT AMD Radeon RX 6800 XT AMD Radeon RX 6800 AMD Radeon RX 6750 XT AMD Radeon RX 6700 XT AMD Radeon RX 6650 XT AMD Radeon RX 6600 XT AMD Radeon RX 6600 AMD Radeon RX 6500 XT AMD Radeon RX 6400
GPU Navi 21 KXTX Navi 21 XTX Navi 21 XT Navi 21 XL Navi 22 KXT Navi 22 XT Navi 23 KXT Navi 23 (XT) Navi 23 (XL) Navi 24 (XT) Navi 24 (XL)
Process Node 7nm 7nm 7nm 7nm 7nm 7nm 7nm 7nm 7nm 6nm 6nm
Die Size 520mm2 520mm2 520mm2 520mm2 336mm2 336mm2 237mm2 237mm2 237mm2 107mm2 107mm2
Transistors 26.8 Billion 26.8 Billion 26.8 Billion 26.8 Billion 17.2 Billion 17.2 Billion 11.06 Billion 11.06 Billion 11.06 Billion 5.4 Billion 5.4 Billion
Compute Units 80 80 72 60 40 40 32 32 28 16 12
Stream Processors 5120 5120 4608 3840 2560 2560 2048 2048 1792 1024 768
TMUs/ROPs 320 / 128 320 / 128 288 / 128 240 / 96 160/64 160/64 128/64 128/64 112/64 64/32 48/32
Game Clock 2116 MHz 2015 MHz 2015 MHz 1815 MHz 2495 MHz 2424 MHz 2410 MHz 2359 MHz 2044 MHz 2610 MHz 2039 MHz
Boost Clock 2324 MHz 2250 MHz 2250 MHz 2105 MHz 2600 MHz 2581 MHz 2635 MHz 2589 MHz 2491 MHz 2815 MHz 2321 MHz
FP32 TFLOPs 23.80 TFLOPs 23.04 TFLOPs 20.74 TFLOPs 16.17 TFLOPs 13.31 TFLOPs 13.21 TFLOPs 10.79 TFLOPs 10.6 TFLOPs 9.0 TFLOPs 5.7 TFLOPs 3.5 TFLOPs
Memory Size 16 GB GDDR6 +128 MB Infinity Cache 16 GB GDDR6 +128 MB Infinity Cache 16 GB GDDR6 +128 MB Infinity Cache 16 GB GDDR6 +128 MB Infinity Cache 12 GB GDDR6 + 96 MB Infinity Cache 12 GB GDDR6 + 96 MB Infinity Cache 8 GB GDDR6 + 32 MB Infinity Cache 8 GB GDDR6 + 32 MB Infinity Cache 8 GB GDDR6 + 32 MB Infinity Cache 4 GB GDDR6 + 16 MB Infinity Cache 4 GB GDDR6 + 16 MB Infinity Cache
Memory Bus 256-bit 256-bit 256-bit 256-bit 192-bit 192-bit 128-bit 128-bit 128-bit 64-bit 64-bit
Memory Clock 18 Gbps 16 Gbps 16 Gbps 16 Gbps 18 Gbps 16 Gbps 17.5 Gbps 16 Gbps 14 Gbps 18 Gbps 14 Gbps
Bandwidth 576 GB/s 512 GB/s 512 GB/s 512 GB/s 432 GB/s 384 GB/s 280 GB/s 256 GB/s 224 GB/s 144 GB/s 112 GB/s
TDP 335W 300W 300W 250W 250W 230W 176W 160W 132W 107W 53W
Price $1099 US $999 US $649 US $579 US $549 US $479 US $399 US $379 US $329 US $199 US $159 US?

News Source: Videocardz



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Netflix is getting three more mobile games, including its first FPS

Netflix has announced three more mobile games that you’ll soon be able to play on iOS or Android with a subscription to the streaming service, including the first FPS that’s available as part of its lineup.

This Is A True Story is a “lush narrative puzzle game” created to “share a true story of a Sub-Saharan African woman’s daily struggle to get water for her family,” according to Netflix. The game was made by developer Frosty Pop in collaboration with Charity: Water. Shatter Remastered is an updated take of the hit brick-breaking game that first released on PS3 in 2009. And in Into The Dead 2: Unleashed, a hybrid FPS / runner game, you’ll have to survive waves of zombies.

This Is A True Story and Shatter Remastered will be available on Tuesday, while Netflix says Into The Dead 2: Unleashed is “coming soon.”

Netflix has slowly been building out its lineup of mobile games since the program’s official launch in November, including the racing title Asphalt Xtreme and a League of Legends spinoff. And the mobile games are only one part of Netflix’s growing interest in games — the company has acquired Next Games and Oxenfree developer Night School, released a trivia show, and is launching a daily trivia series based on the popular Trivia Crack brand.

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MLB The Show 22 on Nintendo Switch slated to have 30 FPS gameplay, but not motion control

Arguably the biggest news coming out of the MLB The Show 22 release announcement last month was not the reveal of Shohei Ohtani on the cover. Rather, it was the confirmation that MLB would be released on the Nintendo Switch for the very first time. Now that the tech test has come to an end, San Diego Studios announced more details on what the Nintendo Switch version of MLB The Show 22 will look like come April, and what users can expect as far as features go.

On the February 24 Feature Premiere, SDS focused very heavily on the Nintendo Switch version of MLB The Show 22 and the modes and features that will be available come early April. The key points mostly dealt with the tech test build and where the game will be at launch. Per SDS communications lead Ramone Russell, the tech test build for the Switch was two weeks behind where the development team currently is with The Show.

Russell and live team member Stephen Haas indicated in the Feature Premiere that MLB The Show 22 development team is targeting 30 FPS gameplay on the Switch. However, the handheld version will have reduced graphical resolution.

One other interesting note from the Feature Premiere regarded the Nintendo Switch Joy-Cons. San Diego Studios confirmed that MLB The Show 22 will not support Motion Control for the Joy-Cons. This rules out the possibility of using the Joy-Cons as a bat or using them to simulate throwing a baseball.

As far as gameplay modes, MLB The Show 22 on the Switch will include all core modes and will have crossplatform play and cross-progression. However, Stadium Creator will not be a feature on the Switch version, nor will it be for the Xbox One and PlayStation 4.

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School Shooting FPS Game Makers Admit Lack of Tact After Fury

Screenshot: Void Interactive

In late December, Void Interactive, makers of upcoming tactics game Ready or Not, suddenly lost its publishing partner. While not directly confirmed at the time, speculation online heavily suggested the first-person shooter shake-up was due to a recent official exchange with fans, where one worker distastefully reiterated that the world “better believe” the game was “gonna” include a previously-announced school shooting level. And now, a few days after the furor that broke out over that story, the studio has released a more measured statement about its general approach and philosophy behind the game.

Out in early access, the highly-rated on Steam game Ready or Not puts you in the boots of an elite SWAT team that is sent in to diffuse high stake situations, like when someone is taken hostage. Presumably, a level where a school shooter terrorizes a classroom would fall under the game’s purview. Mechanically and even conceptually, it’s an idea that is fairly well-trod in video games, with military tactics games forming a genre onto their own. Games can make you play both sides of conflicts like these. Typically, however, video games depict or imply situations involving adults, not children. You might, for example, play a video game where you are tasked with robbing a bank—which will then require you to execute a careful plan that involves taking hostages.

Arguably the problem isn’t the subject matter per se, it’s a worry that this particular studio will be able to handle such a tricky subject with the grace that it requires given how flippant some devs working on the game have sounded recently. Media for Ready or Not also hasn’t inspired confidence for some. One trailer for the game shows all these of these elements: men bravely reaching down to save children, flashes of schoolroom desks, and a broken neon sign that reads ANAL.

And so, some people don’t quite trust that Void Interactive will handle the proposed subject mater delicately enough, which might explain why the developers put out a long statement on Christmas eve.

The cliff notes version is that the team acknowledges that the idea of a school shooting level will elicit strong responses, but they are trying their best to do right by the subject.

“Void Interactive has a clear commitment to deliver high quality, impactful content that other mainstream software developers may shy away from due to cultural conventions and norms,” the note reads.

It goes on to say that while they value feedback, the public won’t influence what they do. The studio will, however, honor “the work of dedicated law enforcement officers across the world and in no way intends to glorify cowardly criminal acts.”

It continues:

We are dedicated to promoting a level of authenticity and realism in our video game, Ready or Not, that carries with it difficult subject matter. We understand that this requires a certain responsibility—to our fans and community, yes, but also to those who have been impacted by the traumatic events law enforcement all too often responds to. Rest assured, our aim is to handle all of Ready or Not’s content with the level of weight and respect that it warrants. We have recently had to remind certain team members of the required care in discussing this material now and on an on-going basis.

The note goes on to say that school is an important aspect of many of our day to day lives, which is why the game developer wants to try and honor those “who have been impacted by these real world tragedies with a portrayal that does not trivialize their experiences.”

According to the official game Steam page, Void Interactive has consulted with police globally to craft the game. In some of the largest school districts in the United States, there’s been a concentrated effort since the Black Lives Matter protests rolled out to cut police presences out of some schools. In one study involving 25 school shootings, crises of this nature weren’t resolved by an officer, but rather by general staff disarming the assailant—or by shooters deciding on their own to stop.

 



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Xbox 360 games and FPS Boost are a match made in heaven • Eurogamer.net

As part of its 20th anniversary celebrations, Microsoft didn’t just add to its backwards compatibility library, it also added FPS Boost to Xbox 360 games for the first time. Not only that, it also doubled the frame-rate on select Xbox 360 titles that had already received enhanced 4K support for Xbox One X. Spurred on by the addition of FPS Boost to one of my favourite Sonic games, I decided to take a look at some of these improved experiences, gaining further appreciation for some classic titles.

In doing so, it reminded me of something I hadn’t thought deeply about for some time – the fact that the PlayStation 3/Xbox 360 era actually delivered what must surely be the biggest gen-on-gen downgrade in overall game performance… if you ignore Nintendo 64, that is. In looking at these newly enhanced FPS Boost releases, I also decided to go back and revisit their showings on Xbox 360 too – because Series consoles aren’t just delivering a doubling of performance, but often much, much more. Standard back-compat on Xbox Series consoles effectively solves their original performance issues – they hit their (mostly) 30fps frame-rate caps. However, FPS Boost goes one step further, reminding us that 60fps used to be the norm, not the exception.

I wanted to start by looking at both Sonic Generations (which now possesses both resolution and frame-rate upgrades) and Sonic Unleashed (60fps only). I love Generations: while it may not reach the heights of the 2D originals, I feel this represents the best example of three-dimensional Sonic gameplay to date. The boost style of gameplay retains the upper, middle, and lower tier design Sonic specialises in, really testing your reaction time. It’s this combination of high-speed movement, multiple paths that feel satisfying to nail and the perfect blend of beautiful visuals and excellent music. It’s an explosion of colour and style that manages to hold up brilliantly to this day.

John Linneman takes a close look at his favourites from the FPS Boosted Xbox 360 titles now running on Xbox Series consoles.

The problem is, in its original console form, Sonic Generations was limited to just 30 frames per second and even that was not a guaranteed target. In fact, during certain sections, the frame-rate plummets to near unplayable levels. It feels terrible when this occurs. A PC version exists but I’ve found it has become increasingly finicky when you desire a quick play session.

Sonic Generations previously received a resolution boost update bringing it up to near 4K, basically around 3520×2160 versus the 880×720-ish of the original but it was still limited to 30 frames per second. This is where FPS Boost enters the picture – when played on Xbox Series X or Xbox Series S, the frame-rate cap is eliminated allowing the game to reach 60 frames per second. Xbox Series X retains the near 4K resolution enjoyed by One X while Xbox Series S renders around 1760×1440. Areas where Xbox 360 could collapse in performance sees Series X power through with barely any impact to frame-rate – just a couple of dropped frames in some scenarios, flawless in others. Series S does the same, just with a lower resolution.

Honestly, playing through the game again, it’s a miracle that this was even possible on Xbox 360 and PlayStation 3 in the first place. Sonic moves extremely quickly in this game – you cover a lot of ground in a matter of seconds. The Hedgehog Engine powering the game was architected to handle high-speed traversal while retaining a high level of detail and it genuinely works – it looks great even now. More impressively, it features pre-calculated global illumination, combined with the exceptional depth of field and per-pixel motion blur used to accentuate movement.

Remember that time Microsoft ‘dropped’ over 70 FPS Boost-enabled titles? These were our picks at the time.

Of course, the same can be said of Sonic Unleashed as well which – with support for FPS Boost – is perhaps even more important as this is a game which had never received a PC conversion. Unfortunately, there is no resolution enhancement here, so we’re still running at 880×720, but in light of the improved frame-rate, we can let that slide. Again, there can be drastic drops to performance – one of the last levels, Adabat, is notorious for this – but Series X just blasts through, with just small, fleeting drops in the entire segment. Series S? I would have loved to tried it, but there was no way to move my late-game save to the machine, short of re-buying a game I already owned in disc form – a shortcoming of the machine we have to live with, unfortunately.

I also tried Sonic and All Stars Racing Transformed – one of the best kart racers of all-time. It plays like a dream, serves as excellent Sega fan service and offers multiple modes of play, keeping the tracks especially fresh. But a karting game at 30fps? That’s a problem, but not with FPS Boost. Resolution hasn’t been improved – we’re still at the original’s low 1152×544, but the performance side of things is now resolved, running without a hitch. If you like racing games, I highly recommend this one – it’s really good.

As a big fan of Sonic games, that was my primary focus for this testing – it’s a series that gains so much by running at 60 frames per second, with 30fps never seemingly like a good fit. However, elsewhere, other titles also benefit immensely. Fallout 3 ran at 720p with 4x MSAA on Xbox 360, but suffered due to CPU, GPU and storage bottlenecks. Certain choke-points within the game could see frame-rates dip into the teens. However, with Xbox Series consoles, you retain the clean MSAA anti-aliasing, but we’re rendering at 4K on Series X and 1440p on Series S, with 60fps performance to boot. Storage stutter is gone, with only mild hits to performance that line-up with Xbox 360 at its absolute worst. Again, it’s a transformative experience.

FPS Boost also worked to enable a range of 120fps experiences based on Xbox One and One X games, as we discussed here.

I’d also recommend trying out Mirror’s Edge, an original first-person platform game built around the idea of free running. While it has some combat sequences, the game is primarily focused on fluid movement. Mirror’s Edge isn’t afraid to challenge the player with complex controls either – it’s a very technical game which is precisely why it remains so playable. As you become more skilled, you’ll find yourself effortlessly moving through the world on the way to your objective. On Xbox 360 and PlayStation 3, however, the game was marred by poor performance. It was capped at 30 frames per second but both consoles failed to lock to this frame-rate often dipping below while exhibiting screen tearing. As a result, many of the game’s more impressive sequences were ultimately spoiled by reduced performance. A PC version, which included more advanced physics simulation, solved this problem, but on consoles, we were left with no options.

Mirror’s Edge received Xbox One X support years ago at this point increasing the resolution to 4K and solving the performance dips but it remained capped at 30fps on Series consoles – but not any more, thanks to FPS Boost. Critically, like Fallout 3 and Sonic, Mirror’s Edge retains the same high-resolution output – which is native 4K on Xbox Series X and 1440p on Series S – but increases the frame-rate to 60. The results aren’t flawless, however, with dips into the mid-50s. This seems to occur in nearly every mission at some point or another but, thankfully, the drop is minor enough that it has only a minor impact on overall fluidity. If you have access to a VRR capable display, the issue is cleaned up as well, so keep that in mind. The result is fascinating, however, and does help demonstrate why some games lose Xbox One X enhancements when FPS Boost is enabled. But honestly, they’ve made the right choice here as, aside from these small pockets of disturbed frames, the rest of the experience is fluid – and there’s vastly improved loading times too.

I was also intrigued by Gears of War 3, Epic’s last title in the franchise and a brilliant Xbox 360 experience. Performance was always variable in this series and while Gears 3 improved over its predecessor, it still had issues maintaining 30fps – especially in cutscenes. Xbox One X got a 4K upgrade, but curiously, FPS Boost comes at a cost to Series X owners this time around. Curiously, both Series S and X both render the game at 1440p instead – unexpected, to say the least. I’d expect Series S to have a less solid lock on 60fps and that is indeed the case, but these moments are limited to cutscenes only. Gameplay seems to be absolutely fine. It is more stable overall than Mirror’s Edge and I found it difficult to locate areas where the performance did not maintain its target. Series X simply delivers a locked 1440p60 experience, as you would expect… which makes me wonder why they needed to reduce the resolution to 1440p in the first place especially given the performance on Xbox Series S. Did the team run into some unexpected bug? Did the performance degrade significantly? I’m genuinely unsure but that’s how it is. Overall though, FPS Boost is a winner and in actual fact, all of the Gears titles now run at 60fps – it’s just that Gears 3 is the only series entry to receive the resolution boost too.

It wasn’t the most transformative improvement we’ve seen owing to a locked 900p resolution, but Dark Souls 3 demonstrated that Microsoft would try out different techniques to make FPS Boost possible.

I also wanted to check out the original Assassin’s Creed. It’s a game with issues, for sure, but at the time, the concepts presented by this game were truly revolutionary – an open world assassination game focused on the minutiae of this brutal career path. Assassin’s Creed could have become what Hitman is today on a much grander scale had the chips fallen just right but, alas, the series never quite managed to build on what was started in this first game, pivoting in a very different direction from Origins onwards. The technology, however, was special for its day with a highly dynamic animation blending system that enabled a level of fluidity in traversal that was simply unheard of during this era. Not to mention a size and scope unlike anything else – it was a supremely impressive experience.

On Xbox 360, the game runs at a native 720p with 2x MSAA delivering clean results. It uses an adaptive v-sync setup meaning torn frames can occur when under load. It’s not too bad on the Xbox 360, though the PlayStation 3 version is nigh unplayable in comparison in many scenarios. With the launch of Xbox One X, Assassin’s received 4K enhancements allowing a boost to 4K native – this also introduced other improvements such as improved texture filtering and enhanced shadow rendering. It looked much more in line with the PC version as a result. Thanks to FPS Boost, however, the frame-rate cap has been pushed up to 60 frames per second instead and the results are impressive. Only the most minor dips to performance and this, combined with the image boosts, makes for a great way to revisit the game.

It’s been fun revisiting these titles and despite comments from Microsoft suggesting that the FPS Boost program has reached its conclusion, I can’t help but think there’s more juice left in the classic Xbox 360 catalogue. This is important stuff: the Xbox compatibility team is effectively rescuing games from their performance prisons – breathing new life into titles which could sometimes be rendered borderline unplayable at points. Adding the resolution increases on top can also be transformative. However, if

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