Wine

Wine 11 Rewrites How Linux Runs Windows Games At the Kernel Level (xda-developers.com) 55

Linux gamers are seeing massive performance gains with Wine's new NTSYNC support, "which is a feature that has been years in the making and rewrites how Wine handles one of the most performance-sensitive operations in modern gaming," reports XDA Developers. Not every game will see a night-and-day difference, but for the games that do benefit from these changes, "the improvements range from noticeable to absurd." Combined with improvements to Wayland, graphics, and compatibility, as well as a major WoW64 architecture overhaul, the release looks less like an incremental update and more like one of Wine's most important upgrades in years. From the report: The numbers are wild. In developer benchmarks, Dirt 3 went from 110.6 FPS to 860.7 FPS, which is an impressive 678% improvement. Resident Evil 2 jumped from 26 FPS to 77 FPS. Call of Juarez went from 99.8 FPS to 224.1 FPS. Tiny Tina's Wonderlands saw gains from 130 FPS to 360 FPS. As well, Call of Duty: Black Ops I is now actually playable on Linux, too. Those benchmarks compare Wine NTSYNC against upstream vanilla Wine, which means there's no fsync or esync either. Gamers who use fsync are not going to see such a leap in performance in most games.

The games that benefit most from NTSYNC are the ones that were struggling before, such as titles with heavy multi-threaded workloads where the synchronization overhead was a genuine bottleneck. For those games, the difference is night and day. And unlike fsync, NTSYNC is in the mainline kernel, meaning you don't need any custom patches or out-of-tree modules for it work. Any distro shipping kernel 6.14 or later, which at this point includes Fedora 42, Ubuntu 25.04, and more recent releases, will support it. Valve has already added the NTSYNC kernel driver to SteamOS 3.7.20 beta, loading the module by default, and an unofficial Proton fork, Proton GE, already has it enabled. When Valve's official Proton rebases on Wine 11, every Steam Deck owner gets this for free.

All of this is what makes NTSYNC such a big deal, as it's not simply a run-of-the-mill performance patch. Instead, it's something much bigger: this is the first time Wine's synchronization has been correct at the kernel level, implemented in the mainline Linux kernel, and available to everyone without jumping through hoops.

Games

Nvidia GeForce NOW Is Now Available Natively On Linux (phoronix.com) 17

NVIDIA has officially launched a native GeForce NOW client for Linux as a Flatpak, giving Linux gamers access to cloud-rendered RTX gaming. Phoronix reports: While confined to a Flatpak, for now NVIDIA is just "officially" supporting it on Ubuntu 24.04 LTS and later. Granted, thanks to Flatpak it should run on other non-Ubuntu distributions too but in terms of the official support and where they are qualifying their builds they are limiting it just to Ubuntu 24.04 LTS and later. [...] At launch the Flatpak build is also just for x86_64 Linux with no AArch64 Linux builds or similar at this time.

Running GeForce NOW on Linux while games are rendered in NVIDIA's cloud with Blackwell GPUs, you still need to be using a modern GPU with H.264 or H.265 Vulkan Video support NVIDIA isn't yet supporting Vulkan Video AV1 with GeForce NOW on Linux but just H.264/H.265. If you are using NVIDIA graphics the NVIDIA R580 series or newer is recommended while using the X.Org session. If you are using Intel or AMD Radeon graphics, Mesa 24.2+ is recommended and using the Wayland session.

When you are up and running with GeForce NOW on Linux, you have access to over 4,500 games. The free tier of GeForce NOW provides standard access to the gaming servers and limited session caps for an introductory-level experience. It's with the performance tier where you can enjoy RTX ray-tracing and 1440p @ 60 FPS performance and up to six hour sessions. With GeForce NOW's Ultimate tier is where you are running on GeForce RTX 5080 GPU servers with support for up to 5K @ 120 FPS gaming or 1080p @ 360 FPS with up to eight hour gaming sessions in length.

First Person Shooters (Games)

Breach Forces Ubisoft to Take 'Rainbow Six Siege' Offline (engadget.com) 34

Engadget reports on "a widespread breach" of Ubisoft's game Rainbow Six Siege "that left various players with billions of in-game credits, ultra-rare skins of weapons, and banned accounts."

Ubisoft took the game's servers offline early Saturday morning, and as of Sunday night its status page still shows "unplanned outage" on all servers across PC, PlayStation and Xbox: Ubisoft later clarified Saturday afternoon on X that nobody would be banned if they spent their ill-gotten credits, but that a rollback of all transactions starting from Saturday, 6AM ET would soon be underway.
Founded 39 years ago, France-based Ubisoft produces top videogame franchises like Assassin's Creed, with billions in revenue and over 17,097 employees worldwide.
Games

5K Gaming Is Too Hard, Even for an RTX 5090D (pcmag.com) 49

Asus has been showcasing its new 5K 27-inch ROG Strix 27 Pro gaming monitor running at 5,120 x 2,880 resolution and up to 180Hz, but even Nvidia's flagship RTX 5090 struggles to deliver smooth frame rates at this demanding pixel count. In testing conducted by Asus, the RTX 5090D -- a Chinese-exclusive variant with weaker AI performance -- achieved just 51 frames per second in a Cyberpunk 2077 benchmark at ultra ray traced settings. The test system ran an AMD Ryzen 9950X3D processor, had DLSS set to balanced, and kept frame generation disabled. The same configuration running at 4K managed 77 fps, around 50% higher.

The underlying math is simple: 5K resolution requires rendering 78% more pixels than 4K. That 218 PPI pixel density delivers impressive sharpness up close, but Asus chose an IPS panel over OLED technology to reach it, trading away deeper black levels and faster response times. Asus appears to be positioning the monitor as a dual-mode display -- 5K for productivity and video, 1440p at up to 330Hz for gaming. Early Chinese listings have it priced at the equivalent of $800, roughly what you'd pay for a larger 4K OLED panel.
Movies

Why Some Avatar: Fire and Ash Scenes Look So Smooth, and Others Don't (gamesradar.com) 62

If you watched Avatar: Fire and Ash in James Cameron's preferred high frame rate 3D format and noticed certain sequences appearing unusually smooth while others had the traditional cinematic look, that visual inconsistency is entirely intentional. The third Avatar film continues Cameron's frame rate experimentation from The Way of Water, selectively deploying 48 frames per second for underwater and flying sequences while keeping dialogue scenes at the standard 24 FPS.

The human eye perceives somewhere between 30 and 60 FPS, meaning viewers can detect the shift between frame rates. Cameron argues the tradeoff is worth it: discomfort from 3D viewing isn't eye strain but "brain strain," caused when parallax-sensitive neurons struggle to process jumping vertical edges. Higher frame rates smooth this out. When critics questioned the approach, Cameron was characteristically blunt. "I think $2.3 billion says you might be wrong on that," he told DiscussingFilm, referencing The Way of Water's box office.
Businesses

Doom Studio id Software Forms 'Wall-To-Wall' Union (engadget.com) 32

id Software employees voted to form a wall-to-wall union with the CWA, covering all roles at the Doom studio. "The vote wasn't unanimous, though a majority did vote in favor of the union," notes Engadget. From the report: The union will work in conjunction with the Communications Workers of America (CWA), which is the same organization involved with parent company ZeniMax's recent unionization efforts. Microsoft, who owns ZeniMax, has already recognized this new effort, according to a statement by the CWA. It agreed to a labor neutrality agreement with the CWA and ZeniMax workers last year, paving the way for this sort of thing.

From the onset, this union will look to protect remote work for id Software employees. "Remote work isn't a perk. It's a necessity for our health, our families, and our access needs. RTO policies should not be handed down from executives with no consideration for accessibility or our well-being," said id Software Lead Services Programmer Chris Hays. He also said he looks forward to getting worker protections regarding the "responsible use of AI."

Games

Ubisoft Shows Off New AI-Powered FPS And Hopes You've Forgotten About Its Failed NFTs (kotaku.com) 25

Ubisoft has revealed Teammates, a first-person shooter built around AI-powered squadmates that the company is calling its "first playable generative AI research project" -- not long after the publisher went all-in on NFTs and the metaverse only to largely move on from both. Built in the Snowdrop Engine that powers The Division 2 and Star Wars Outlaws, the game features an AI assistant named Jaspar and two AI squadmates called Pablo and Sofia. Players can issue natural voice commands to direct the squadmates in combat or puzzle-solving, while Jaspar handles mission tracking and guidance. The project comes from the same team behind Ubisoft's Neo NPCs, demonstrated at GDC 2024.
First Person Shooters (Games)

Sony Killed This Game in 2024. Three Developers Reverse-Engineered It Back to Life (aftermath.site) 19

An anonymous reader shared this post from the gaming news site Aftermath: Concord, Sony Interactive Entertainment and Firewalk Studios' Overwatch-like shooter, was live for just two weeks before it was pulled offline. Though Concord certainly had some dedicated players, it didn't have many — which is why it may be surprising to hear that a group of players are reverse-engineering the game and its servers to bring it back to life.

Publisher Sony removed Concord from stores and digital marketplaces, automatically refunded some, and, later, shut down Firewalk Studios. Two hundred or so people were laid off, and any hopes of Concord's return were dashed. Poor sales — estimated to be under 25,000 copies sold — and low player numbers marred the release. Firewalk Studios' game director Ryan Ellis said in a blog post that pieces of the game "resonated with players," but "other aspects of the game and [Concord's] initial launch didn't land the way [Firewalk Studios] intended."

Concord wasn't a bad game, but it just didn't generate enough interest with enough players. Now, a group of three hobbyist reverse-engineers, who go by real, Red, and gwog online, are trying to make it playable again... "Sometimes there's enough of the server left in the game, that we can 'activate' that code and make the game believe it's a server," Red said. "We do pretty much always need to fill in the gaps though..." Concord used an anti-tamper software to keep people from cheating, which also creates a problem for people reverse engineering. It's "nearly impossible" to crack, Red said, so the group didn't — they found an exploit to "forcefully decrypt the game's code" to "restore the game and start working on servers...."

It's not open to the public, but people can sign up for future tests. Even former Firewalk Studios employees have joined the server. They're excited to see Concord come back to life, too, the developers said.

"Friday morning, a video of the playtest was posted to the Concord Reddit page," according to the article. (Though ironically by Friday night YouTube had had removed the video "due to a copyright claim by MarkScan Enforcement."
Games

Counter-Strike's Player Economy Is In a Multi-Billion Dollar Freefall (polygon.com) 66

Counter-Strike has long been known for two things: tight tactical FPS gameplay and a thriving player marketplace effectively valued at literal billions of dollars. Now, thanks to a recent update from Valve, the latter is in a downward spiral, having lost 25% of its value -- or $1.75 billion -- overnight. Polygon: First, some context. Counter-Strike is a free-to-play multiplayer shooter. As with most other F2P games, it generates revenue from selling cosmetics. They arrive in lootbox-like Cases, which are opened by Keys purchased with real-world currency. They can also be obtained through trading with other players and purchasing from Steam Community Market. Beyond Steam, unofficial third-party marketplaces for CS cosmetics have also popped up as channels for buying and selling items.

Because items are obtained at random through opening Cases, rarer items fetch the highest value on the open marketplaces. Items of lower-rarity tiers can also be traded in at volume for an item of a higher tier via trade up contracts. Previously, Knives and Gloves could not be obtained through trade up contracts, exponentially increasing their value as highly sought-after items. Prior to the most recent update, some Knives, like a Doppler Ruby Butterfly Knife, could fetch around $20,000 on third-party storefronts like CSFloat.

Following Valve's Oct. 22 update to Counter-Strike, the second-highest-tier, Covert (Red), can now be traded up and turned into Knives and Gloves. Essentially, this means that a previously extremely rare and highly sought-after cosmetic is going to be much more obtainable for those who increasingly want it, reducing the value of Knives and Gloves on the open marketplace. And this is where the market descends into a freefall. Now, that Butterfly Knife mentioned above? It's going for around $12,000, as people are essentially dumping their stock, with 15 sold over the past 16 hours at the time of this writing.

First Person Shooters (Games)

Programmer Gets Doom Running On a Space Satellite (zdnet.com) 28

An Icelandic programmer successfully ran Doom on the European Space Agency's OPS-SAT satellite, proving that the iconic 1993 shooter can now run not just everywhere on Earth -- but in orbit. ZDNet reports: Olafur Waage, a senior software developer from Iceland who now works in Norway, explained at Ubuntu Summit 25.10 how he, a self-described "professional keyboard typist" and maker of funny videos, ended up making what is perhaps the game's most outlandish port yet: Doom running on a real satellite in orbit, the European Space Agency (ESA) OPS-SAT satellite. OPS-SAT, a "flying laboratory" for testing novel onboard computing techniques, was equipped with an experimental computer approximately 10 times more powerful than the norm for spacecraft. Waag explained, "OPS-SAT was the first of its kind, devoted to demonstrating drastically improved mission control capabilities when satellites can fly more powerful onboard computers. The point was to break the curse of being too risk-averse with multi-million-dollar spacecraft." (The satellite was decommissioned in 2024.) [...]

Running Doom in orbit was partly a challenge of portability and partly a challenge of the limitations of space hardware and mission control. The on-board ARM dual-core Cortex-A9 processor, while hot stuff for space computing hardware (which tends to be low-powered and radiation-hardened), was slow even by Earth-bound standards. Waage chose Chocolate Doom 2.3, a popular open-source version of Doom, for its compatibility with the Ubuntu 18.04 Long Term Support (LTS) distro, which was already running on OPS-SAT. Besides, Waage noted, "We picked Chocolate Doom 2.3 because of the libraries available for 18.04 -- that was the last one that would actually build.

Updating software in orbit is extremely difficult, so relatively little code would have to be uploaded. As Waage said, "Doom is relatively straightforward C with a few external dependencies." In other words, it's easy to port. [...] The only sign that Doom was running in space at first was a lone log entry. So, the team used the satellite's camera to snap real-time images of the Earth, then swapped Doom's Mars skybox for actual satellite photos. "The idea was to take a screenshot from the satellite and use that as the sky, all rendered in software using the game's restricted 256-color palette," explained Waage. Even this posed unexpected difficulties: "Trying to draw all of these beautiful colors with those colors," said Waage, "it's probably not going to work right off. But we tried gradient tests, NASA demo photos. It took quite a bit of tweaking." Eventually, instead of a fantasy Mars as the sky background, they got a good-looking, real Earth in the game's sky. The game itself ran flawlessly. After all, Waage said, "It ran beautifully. It's on Ubuntu."

Games

Gearbox CEO Randy Pitchford Tells Borderlands 4 Critics To 'Code Your Own Engine,' Calls It a Game For 'Premium Gamers' (techspot.com) 65

Gearbox CEO Randy Pitchford has responded to Borderlands 4 performance complaints by calling the game "a premium game made for premium gamers." Pitchford claimed customer service reports for performance issues represent "less than one percent of one percent" of players and told critics to "code your own engine and show us how it's done, please."

The game holds a Mixed rating on Steam despite reaching 300,000 concurrent players Sunday, a franchise record. Gearbox recommends DLSS and frame generation for 60+ fps at 1440p even on powerful hardware. Pitchford compared running the game on older hardware to driving "a monster truck with a leaf blower's motor."
First Person Shooters (Games)

'It's DOOM, but You Can Cut, Copy and Paste Opponents' (adafruit.com) 13

From the Adafruit blog: Greg Technology (aka Greg Sadetsky) on YouTube demonstrates a version of Chocolate Doom where opponent characters can be cut, copied, and pasted at will to add a bit more fun to the game.
Obviously this means you can paste in your attackers multiple times. ("They're kind of not really happy if you do that..." Greg says at one point in the video. "But then, you can also cut them... like, vaccuum them out.")

In response to a comment on YouTube, Sadetsky explained that "It stores a reference to the kind of monster (every monster has a unique type number).

"So yeah, you could paste them across games!"
Windows

Games Run Faster On SteamOS Than Windows 11, Ars Testing Finds (arstechnica.com) 102

An anonymous reader quotes a report from Ars Technica: Nearly a decade ago, Ars testing found that Valve's "Steam Machines"-era version of SteamOS performed significantly worse than Windows when SteamOS's Linux game ports were tested on the same hardware as their Windows counterparts. Today, though, Ars testing on the Lenovo Legion Go S finds recent games generally run at higher frame rates on SteamOS 3.7 than on Windows 11. [...]

As you can see in the included charts, SteamOS showed noticeable frame rate improvements in four of the five games tested. Only Borderlands 3 showed comparable performance across both operating systems, with Windows eking out ever-so-slightly higher frame rates in that game's benchmarks. For the other four tested games, the stock Lenovo Windows drivers were sometimes significantly worse than those included with SteamOS. When playing Returnal at "High" graphics presets and 1920x1200 resolution, for instance, changing from Lenovo's Windows drivers to SteamOS meant the difference between a hard-to-take 18 FPS average and a downright decent 33 FPS average. Sideloading the updated Asus drivers showed a noticeable improvement in Windows performance across all tested games and even brought Homeworld 3's "Low" graphics benchmark test to practical parity with SteamOS. In all other cases, though, even these updated drivers resulted in benchmark frame rates anywhere from 8 percent to 36 percent lower than those same benchmarks on SteamOS.

These results might seem a bit counterintuitive, considering that games running on SteamOS must go through a Proton translation layer for every native Windows instruction in a game's code. But Valve has put in consistent work over the years to make Proton as efficient and cross-compatible as possible; not to mention its continued work on Linux's Mesa graphics drivers seems to be paying dividends for SteamOS graphics performance. Running SteamOS also means eliminating a lot of operating system overhead that the more generalist Windows uses by default. Microsoft seems aware of this issue for gamers and has recently announced that the upcoming "Xbox Experience for Handheld" will "minimize background activity and defer non-essential tasks" to allow for "more [and] higher framerates" in games.

First Person Shooters (Games)

New 'Doom: The Dark Ages' Already Adjusted to Add Even More Dangerous Demons (windowscentral.com) 23

Doom: The Dark Ages just launched on May 15. But it's already received "difficulty" balance changes "that have made the demons of Hell even more dangerous than ever," writes Windows Central: According to DOOM's official website Slayer's Club, these balance adjustments are focused on making the game harder, as players have been leaving feedback saying it felt too easy even on Nightmare Mode. As a result, enemies now hit harder, health and armor item pick-ups drop less often, and certain enemies punish you more severely for mistiming the parry mechanic.
It reached three million players in just five days, which was seven times faster than 2020's Doom: Eternal," reports Wccftech (though according to analytics firm Ampere Analysis (via The Game Business), more than two million of those three million launch players were playing on Xbox, while only 500K were playing on PS5.") "id Software proves it can still reinvent the wheel," according to one reviewer, "shaking up numerous aspects of gameplay, exchanging elaborate platforming for brutal on-the-ground action, as well as the ability to soar on a dragon's back or stomp around in a giant mech."

And the New York Times says the game "effectively reinvents the hellish shooter with a revamped movement system and deepened lore" in the medieval goth-themed game... Double jumping and dashing are ditched and replaced with an emphasis on raw power and slow, strategic melee combat. Doom Slayer's arsenal features a brand-new tool, the powerful Shield Saw, which Id Software made a point to showcase across its "Stand and Fight" trailers and advertisements. Used for absorbing damage at the expense of speed, the saw also allows players to bash enemies from afar and close the gap on chasms too wide to jump across. While previous titles allowed players to quickly worm their way through bullet hell, The Dark Ages expects you to meet foes head on. "If you were an F-22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank," Hugo Martin, the game's creative director, has told journalists.

And Doom Slayer's beefy durability and unstoppable nature does make the gameplay a refreshing experience. The badassery is somehow ratcheted to new heights with the inclusion of a fully controllable mech, which has only a handful of attacks at its disposal, and actual dragons. Flight in a Doom game is entirely surprising and fluid, and the dragons feel relatively easy to maneuver through tight spots. They can also engage in combat more deliberately with the use of dodges and mounted cannons...

One of my favorite additions is the skullcrusher pulverizer. Equal parts heinous nutcracker and demonic woodchipper, the gun lodges skulls into a grinder and sends shards of bones flying at enemies. The animation is both goofy and satisfying.

Another special Times article notes that Doom's fans "resurrect the original game over and over again on progressively stranger pieces of hardware: a Mazda Miata, a NordicTrack treadmill, a French pharmacy sign." But what many hard-core tech hobbyists want to know is whether you can play it on a pregnancy test. The answer: positively yes. And for the first time, even New York Times readers can play Doom within The Times's site [after creating a free account]...

None of this happened by accident, of course. Ports were not incidental to Doom's development. They were a core consideration. "Doom was developed in a really unique way that lent a high degree of portability to its code base," said John Romero, who programmed the game with John Carmack. (In our interview, he then reminisced about operating systems for the next 14 minutes.) Id had developed Wolfenstein 3D, the Nazi-killing predecessor to Doom, on PCs. To build Doom, Carmack and Romero used NeXT, the hardware and software company founded by Steve Jobs after his ouster from Apple in 1985. NeXT computers were powerful, selling for about $25,000 apiece in today's dollars. And any game designed on that system would require porting to the more humdrum PCs encountered by consumers at computer labs or office jobs.

This turned out to be advantageous because Carmack had a special aptitude for ports. All of Id's founders met as colleagues at Softdisk, which had hired Carmack because of his ability to spin off multiple versions of a single game. The group decided to strike out on its own after Carmack created a near-perfect replica of the first level of Super Mario Bros. 3 — Nintendo's best-selling platformer — on a PC. It was a wonder of software engineering that compensated for limited processing power with clever workarounds. "This is the thing that everyone has," Romero said of PCs. "The fact that we could figure out how to make it become a game console was world changing...."

Romero founded a series of game studios after leaving Id in 1996 and is working on a new first-person shooter, the genre he and Carmack practically invented. He has no illusions about how it may stack up. "I absolutely accept that Doom is the best game I'll ever make that has that kind of a reach," he said. "At some point you make the best thing." Thirty years on, people are still making it.

And in related news, PC Gamer reports... As part of a new "FPS Fridays" series on Twitch, legendary shooter designer John Romero streamed New Blood's 2018 hit, Dusk, one of the first and most influential indie "boomer shooters" in the genre's recent revitalization. The short of it? Romero seems to have had a blast.
Intel

Intel Says It's Rolling Out Laptop GPU Drivers With 10% To 25% Better Performance (arstechnica.com) 23

Ars Technica's Andrew Cunningham reports: Intel's oddball Core Ultra 200V laptop chips -- codenamed Lunar Lake -- will apparently be a one-off experiment, not to be replicated in future Intel laptop chips. They're Intel's only processors with memory integrated onto the CPU package; the only ones with a neural processing unit that meets Microsoft's Copilot+ performance requirements; and the only ones with Intel's best-performing integrated GPUs, the Intel Arc 130V and 140V.

Today, Intel announced some updates to its graphics driver that specifically benefit those integrated GPUs, welcome news for anyone who bought one and is trying to get by with it as an entry-level gaming system. Intel says that version 32.0.101.6734 of its graphics driver can speed up average frame rates in some games by around 10 percent, and can speed up "1 percent low FPS" (that is, for any given frames per second measurement, whatever your frame rate is the slowest 1 percent of the time) by as much as 25 percent. This should, in theory, make games run better in general and ease some of the stuttering you notice when your game's performance dips down to that 1 percent level.

Open Source

Developer Loads Steam On a $100 ARM Single Board Computer (interfacinglinux.com) 24

"There's no shortage of videos showing Steam running on expensive ARM single-board computers with discrete GPUs," writes Slashdot reader VennStone. "So I thought it would be worthwhile to make a guide for doing it on (relatively) inexpensive RK3588-powered single-board computers, using Box86/64 and Armbian." The guides I came across were out of date, had a bunch of extra steps thrown in, or were outright incorrect... Up first, we need to add the Box86 and Box64 ARM repositories [along with dependencies, ARMHF architecture, and the Mesa graphics driver]...
The guide closes with a multi-line script and advice to "Just close your eyes and run this. It's not pretty, but it will download the Steam Debian package, extract the needed bits, and set up a launch script." (And then the final step is sudo reboot now.)

"At this point, all you have to do is open a terminal, type 'steam', and tap Enter. You'll have about five minutes to wait... Check out the video to see how some of the tested games perform." At 720p, performance is all over the place, but the games I tested typically managed to stay above 30 FPS. This is better than I was expecting from a four-year-old SOC emulating x86 titles under ARM.

Is this a practical way to play your Steam games? Nope, not even a little bit. For now, this is merely an exercise in ludicrous neatness. Things might get a wee bit better, considering Collabora is working on upstream support for RK3588 and Valve is up to something ARM-related, but ya know, "Valve Time"...

"You might be tempted to enable Steam Play for your Windows games, but don't waste your time. I mean, you can try, but it ain't gonna work."
Games

Slashdot Asks: What's the Most Influential Video Game of All Time? 228

The folks at Bafta are running a public survey to identify the most influential video game ever made. When The Guardian asked prominent gaming figures to weigh in, they received a fascinating array of responses with zero overlap. Game designer Mike Bithell picked Metal Gear Solid 2, while Blumhouse's Louise Blain chose the short-lived horror experiment PT. The Guardian's own games editor backed Ocarina of Time for establishing 3D game world standards.

Other notable selections included Tomb Raider (pioneering female protagonists), QWOP (inspiring experimental design), Doom (revolutionizing FPS and modding), Mario Kart (competitive social play), Journey (emotional storytelling), Princess Maker (branching narrative systems), Paperboy (everyday world simulation), and Super Mario Bros (fundamental game design principles). So, Slashdotters, what's your pick for the most influential video game ever created? Which title fundamentally changed how games are designed, played, or experienced? Did it influence you personally, the industry as a whole, or both?
AI

Call of Duty Maker Activision Admits To Using AI (dexerto.com) 38

An anonymous reader shares a report: Activision has finally admitted to using AI-generated content in its games and Call of Duty players aren't the least bit surprised. [...] After years of suspicions from the CoD community, it's now been confirmed by Activision directly that AI-generated content has indeed been featured throughout the FPS franchise. Upon visiting the Black Ops 6 Steam page, fans will notice a new change. Activision has now been forced to disclose its use of Artificial Intelligence in the game's creation. "Our team uses generative AI tools to help develop some in game assets," Activision said in a statement provided to the platform.
AI

Nvidia Launches RTX 50 Blackwell GPUs: From the $2,000 RTX 5090 To the $549 RTX (techspot.com) 45

"Nvidia has officially introduced its highly anticipated GeForce 50 Series graphics cards, accompanied by the debut of DLSS 4 technology," writes Slashdot reader jjslash. "The lineup includes four premium GPUs: the RTX 5080 and RTX 5090 are slated for release on January 30, with the RTX 5070 and RTX 5070 Ti following in February. TechSpot recount of the Jensen Huang keynote tries to differentiate between dubious performance claims and actual expected raw output": The new RTX 5090 flagship comes packing significantly more hardware over its predecessor. Not only does this GPU use Nvidia's new Blackwell architecture, but it also packs significantly more CUDA cores, greater memory bandwidth, and a higher VRAM capacity. The SM count has increased from 128 with the RTX 4090 to a whopping 170 with the RTX 5090 -- a 33% increase in the core size. The memory subsystem is overhauled, now featuring GDDR7 technology on a massive 512-bit bus. With this GDDR7 memory clocked at 28 Gbps, memory bandwidth reaches 1,792 GB/s -- a near 80% increase over the RTX 4090's bandwidth. It also includes 32GB of VRAM, the most Nvidia has ever provided on a consumer GPU. [...]

As for the performance claims... Nvidia has - as usual - used its marketing to obscure actual gaming performance. RTX 50 GPUs support DLSS 4 multi-frame generation, which previous-generation GPUs lack. This means RTX 50 series GPUs can generate double the frames of previous-gen models in DLSS-supported games, making them appear up to twice as "fast" as RTX 40 series GPUs. But in reality, while FPS numbers will increase with DLSS 4, latency and gameplay feel may not improve as dramatically. [...] The claim that the RTX 5070 matches the RTX 4090 in performance seems dubious. Perhaps it could match in frame rate with DLSS 4, but certainly not in raw, non-DLSS performance. Based on Nvidia's charts, the RTX 5070 seems 20-30% faster than the RTX 4070 at 1440p. This would place the RTX 5070 slightly ahead of the RTX 4070 Super for about $50 less, or alternatively, 20-30% faster than the RTX 4070 for the same price.
These GeForce 50 series wasn't the only announcement Nvidia made at CES 2025. The chipmaker unveiled a $3,000 personal AI supercomputer, capable of running sophisticated AI models with up to 200 billion parameters. It also announced plans to introduce AI-powered autonomous characters in video games this year, starting with a virtual teammate in the battle royale game PUBG.
Games

Internet Archive Now Hosts Classic Unreal Games; Epic Games Gives Blessing 41

Classic first-person shooters Unreal (1998) and Unreal Tournament are now available for free on the Internet Archive, with official OK from publisher Epic Games.

An Epic spokesperson confirmed to PC Gamer that users are permitted to "independently link to and play these versions." Players can download the games directly from the Internet Archive and apply patches from Github for modern Windows compatibility, or use simplified installers through oldunreal.com. Both titles run on current hardware despite their age, though users may need to adjust dated default settings like 640x480 resolution and inverted mouse controls.

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