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QPAD Returns: Iconic Swedish Gaming Brand Relaunches in the UK with New Gear via Currys

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QPAD Returns: Iconic Swedish Gaming Brand Relaunches in the UK with New Gear via Currys


QPAD is a name that might ring a distant bell for anyone who lived through the early days of LAN parties, cloth mousepads and the wild west of pre-esports PC gaming. In the 1990s and early 2000s, QPAD was the European gaming gear company. And now, after years of near-silence, they’re officially back.

The company announced today that it’s returning to the gaming market with a freshly rebuilt hardware lineup and an exclusive UK retail partnership with Currys. It’s a full relaunch rather than a simple product refresh, spearheaded by two major industry veterans, including Baron Lee, CPO, former HyperX product architect. According to Lee, the goal is: “…bringing cutting-edge technologies and design trends to market ahead of the curve. We deliver technology that excites, meaningful innovation that makes a real difference to how people play and create, and performance that lasts.”

The Loop TKL Model 3

For anyone unfamiliar with the name, QPAD’s legacy is surprisingly weighty. Founded in the early 90s by Christer Körnbäck, the brand grew from a hobbyist effort into one of Europe’s first specialised gaming gear companies. They were ahead of the curve on multiple fronts: the world’s first pro-grade laser gaming mouse (the 5K) in 2009, the world’s first USB mechanical keyboard with full N-Key Rollover (the MK-85) in 2011, and a headset – the QH-90 – whose design would later evolve into the massively popular HyperX Cloud. Not a bad track record, eh?

Then things went quiet. Not dead – just quiet enough that the world of peripherals more or less moved on without them. Through the mid-2010s and early 2020s they continued to put out gear. These were solid, well-made devices, but they didn’t break ground in the way the brand once had. In a market dominated by Razer, Logitech G, SteelSeries and later HyperX, QPAD simply faded into the background.

The hardware they’re relaunching with includes the essentials: keyboards, mice, microphones and mousepads. The pitch is very clear—Nordic minimalism, high-performance internals, lifestyle-friendly designs and pricing that isn’t trying to compete with the likes of £200 flagship boards or £150 wireless mice.

Here’s a few of what this relaunch lineup includes:

“QPAD Loop TKL Model 3 Gasket Mechanical Gaming Keyboard – Compact mechanical keyboard with wireless connectivity and precision-engineered switches for effortless performance.

QPAD Omnibeam Stream RGB Pro Microphone – Studio-grade condenser microphone with dynamic RGB lighting, ideal for streaming, podcasting, and gaming.

QPAD Mark Model 5 Wireless Optical Gaming Mouse – Ultralight 55g wireless mouse featuring a high-performance sensor, display screen, and USB dongle connectivity.

QPAD Glass Superglide Mouse Mat – a sleek, durable surface designed for speed, precision, and aesthetics that complement any setup.”

QPAD says the relaunch is just the beginning, with more products planned as the brand expands globally throughout 2026. Whether they can regain the reputation they once held is something time—and reviews—will decide. But it’s nice to see them trying to make a comeback. If the new hardware delivers on the mix of innovation, value and clean Scandinavian styling that QPAD is promising, they might just carve themselves a fresh spot in a very crowded market.



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1000xRESIST Review | TheXboxHub

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1000xRESIST Review | TheXboxHub


A Brilliant, Basic Narrative Journey

1000xRESIST is a video game unlike any other I have played, in fact, I’m not sure calling it a video game is accurate. It is a narrative journey filled with pain, beauty, and despair. It is a fascinating story that will keep you guessing throughout its 10 or so hours of gameplay. It is about as basic a game as you could imagine without even a hint of a challenge throughout. It is all these things and more.

Ostensibly a third-person adventure game, 1000xRESIST follows the journey of Watcher, one of many clones of a young woman named Iris. Watcher and her clone sisters live in a post-apocalyptic world, one ravaged by a disaster none of them truly understand.  Throughout the story Watcher explores the memories of Iris and slowly unravels the truth behind the origins of her world and the lives of her sisters and their ‘mother’ Iris.

1000xRESIST review 1
A game unlike many others

Our cast of characters are mostly made up of clones, each of whom has a personality that is influenced by their function. Watcher is a protagonist who observes, and it is through this function that we experience all the game has to offer. Other clone characters include Healer, Knower, Fixer and the brilliantly named Bang Bang Fire. But it is Iris herself that is the game’s central figure; a complicated relationship with her parents and her friend Jiao, grounds the science fiction narrative with human drama. 

Although Watcher is the point of view character, it is Iris’ life that we witness, her trauma that we endure, her flaws that make us suffer. That is perhaps the game’s greatest strength; Iris is flawed, she is an imperfect being and by extension – so are her clones. 

Flawed Characters, Human Drama

There are no perfect characters in 1000xRESIST, instead we have a collection of flawed individuals. Jiao is the sweetest character in the game, a shy girl who just wants to be friends with Iris. In turn, Iris is cruel to Jiao, often treating her like a nuisance that she is unable to dismiss. Although it never attempts to justify the nastiness, the game shows us why Iris reacts this way. Jiao is annoying, and anyone could see why Iris would view her friend with some degree of contempt. 

It is an incredible feat that a relatively short game about a bunch of clones can brilliantly craft a roster of distinct characters. You won’t love all of them, in fact, you may hate more characters than you like, but you will understand them. 

Minimalist Mechanics

This is not a game for all; some people may not even consider it a game at all. There are no battles to fight and beyond navigating through Iris’ memories; there are no mechanics to be learnt. Besides some minor puzzle solving, there is very little gaming to be done. Even the interactive adventure games of Telltale demanded more of its players than 1000xRESIST does. 

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What you looking for?

Given how little gameplay is involved, most potential issues with controls are null and void. However, there is one area of gameplay that can prove to be a minor annoyance. The Orchard is the main hub of the game; it is an area in which Watcher can converse with her sisters and their leader – Principal. Despite not being particularly large, it can be problematic to traverse due to a clutter of paths and staircases. A lot of information can be gleamed from the various npc clones that are scattered around the Orchard, I would advise anybody to seek them out, if you can be bothered to work your way around the place.

Small Budget, Big Beauty

Being the debut title of the four-person developer Sunset Visitor, the game was produced with a small budget, and it shows. This is no AAA title, and it does not look like one; at best the graphics are passable. To be clear, I think it is beautiful, but its beauty is in its simplicity. Nobody is going to be drawn to 1000xRESIST by its looks, but nobody will be pushed away by them either. The game’s look is to my mind a triumph and a testament to making the most of a limited budget. 

Certainly, some will be bored by the gameplay and unimpressed by the visuals, and I can see why. This is not a game one plays; it is a game that must be experienced. The story is full of twists and turns, perhaps too many for its own good. 1000xRESIST crafts a world with its own rules, idioms, and history. That can be a lot to take in, especially in the early chapters. 

A voice cast of relative unknowns do good work, especially given the heavy material they had to contend with. It would be easy for a game with such daunting themes to fall into the realm of melodrama, but the subdued performances of the cast go a long way to avoiding that pitfall. 

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A marvel!

A Marvel That Demands to Be Experienced

Despite the relatively short run time, the game spans an impressive ten chapters, and there is not a weak link in the bunch. Each chapter adds a new layer to the story and like with all great science fiction mysteries, every answer raises yet another question. It is a story that demands your attention and investment. I felt taxed by the end – I was ready for it to be over. That is not a slight, quite the opposite; it just managed to avoid overstaying its welcome.

1000xRESIST will be hard sell for some, a narrative driven adventure game will not appeal to the masses. Truthfully, had it not appeared on Game Pass, I would likely never have played it. But now that I have, I know I will never forget it. 

The game is a marvel and one that should be experienced by all.

1000xRESIST is a new Day One Game Pass Sci-Fi Epic – https://www.thexboxhub.com/1000xresist-is-a-new-day-one-game-pass-sci-fi-epic/

Grab from the Xbox Store (via Game Pass if you wish) – https://www.xbox.com/en-gb/games/store/1000xresist/9npdn9r45jx4



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How to Solve the Wall Puzzle in Where Winds Meet

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How to Solve the Wall Puzzle in Where Winds Meet


The Puzzle on the Wall is one of the most confusing puzzles in Where Winds Meet. Although the puzzle requires a simple push of three stone buttons on the wall, it is difficult to know which ones to press. It is because the clarification of the buttons is not accurate from Chinese to English. In this guide, we will tell you how to solve the Wall Puzzle in Where Winds Meet.

Solve the Puzzle on the Wall – Echoes of Old Battles (Quest)

The Wall Puzzle is a major part of the Echoes of Old Battles quest in Where Winds Meet. It is the first side quest in Jianghu Legacy. Players can trigger this quest by speaking with Lie Bujin outside the ruined castle. After that, progress through the quest to make your way to a hidden underground area. Once there, you will come across a big statue,where you have to perform the “Yanyun Oath” emote to trigger the wall puzzle.

Puzzle on the Wall Solution

As you initiate the wall puzzle, you will see stone blocks with Chinese characters on the walls left and right of the statue. The characters will light up by pulling the blocks and dim by pushing the blocks into the wall. To solve the wall puzzle, you must dim three stone blocks to complete the Yanyun Oath clue.

Firstly, head to the left wall and go to the right end to push the block with the drift character (漂). DO NOT push in or pull out any other block on the wall. Now, go to the right wall and start with the right end. Push the block with the move/shift character (移). Move to the left and push the block with the hundred character (百).

Upon pushing the correct blocks to complete the Yanyun Oath, a brief cutscene will play. The door ahead will be open.

Rewards for the Wall Puzzle

After solving the Puzzle on the Wall, continue ahead through the open door and activate the mechanism behind the waterfall to open the last stone gate. Enter the chamber, and you will find a treasure chest. Loot the treasure chest to get the following items.

Touch of Death

4x Wind Beneath Wings Page

Medicinal Tales

6x Lv. 2 Ebon Iron

2x Oscillating Jade

50x Echo Jade

88x Qinghe Exploration

100x Enlightenment Point

13,000x Character EXP

13,000x Zhou Coins

Touch of Death is an Assassin Mystic Skill that allows the character to kill unsuspecting enemies instantly.



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Helldivers 2 Dev Teases ‘Buzzing’ Updates for December in New Patch Notes

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Helldivers 2 Dev Teases ‘Buzzing’ Updates for December in New Patch Notes


You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you’re reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

Arrowhead has teased “buzzing” updates for Helldivers 2 fans set to arrive on December 2nd. There’s no elaboration as to what this could be, but Arrowhead has told fans to put a “fiery” red circle around the date. This comes as part of the update 4.1.2 patch notes shared on Discord that you can find below:

Helldivers 2 Update 4.1.2 Patch Notes

Fixes

Crashes

Fixed a crash that could happen when alt+tabbing or changing display related settings

Fixed a crash that would occur when the Hive Lord would hear noises coming from outside the map area

Fixed a crash that could occur when leaving or disconnecting from a game

Fixed a crash which could occur when changing graphics settings during some missions (PC only)

Fixed a rare crash which could occur when launching into city missions (PC only)

Fixed a rare crash which could occur when the Pelican lands

Miscellaneous

Fixed an issue where the SH-32 Shield Generator Backpack and the FX-12 Shield Generator Relay didn’t shield those inside from the effects of Storms, such as Acid Storm, Sandstorm, and Blizzard

Fixed a rare bug where all audio could cut out after extensive playtime

Optimizations

Improved the way environmental effects such as Sandstorms, Blizzards, and Acid Storms apply their status effects for reduced impact on performance

Optimized destruction on various tree assets to maintain performance when lots of trees are being destroyed

Fixed Sandstorms and Blizzards no longer slowing Helldivers down.

We have addressed a gameplay/performance issue which allowed Bile Titans to traverse through areas they should not have been able to.

Although this is only a “mini” update, it is part of Arrowhead’s push to release new performance patches “roughly every two weeks” before hopefully returning to new content by December. We don’t know what Arrowhead are teasing for December 2nd, but it’s something to look forward to regardless.

While new content isn’t official, leaks have revealed Illuminate Cultists yet to join the battlefield, as well as a stealth Warbond alongside a lava planet straight out of Star Wars.



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Final Fantasy 14 Might Be Getting Reborn (Again)

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Final Fantasy 14 Might Be Getting Reborn (Again)


Final Fantasy 14 could be gearing up for another massive change, as the game’s Director has confirmed that some kind of renewal is on the cards, one that could overhaul Eorzea.

Final Fantasy 14 is a rare example of a game dying and being reborn, as the first iteration was so poorly received that it was taken offline and reworked. The gambit paid off, as its revamped version, A Realm Reborn, would go on to become the most highly-acclaimed and profitable game in the series.

It seems that another rebirth is on the cards. In an interview with Korean outlet Inven, Final Fantasy 14 Director Naoki Yoshida said (via machine translation) about looking forward to the next decade and rethinking everything from scratch, as part of a second iteration of the game.

What Would A Second Final Fantasy 14 Rebirth Look Like?

Yoshida is almost certainly talking about switching engine, bringing Final Fantasy 14 into a new form that looks and runs better. This is understandable, as the game is showing its age, even on the current gen systems, and there are limits to what it can accomplish.

It’s unlikely that Final Fantasy 14 will undergo another “A Realm Reborn” moment, where the world is recreated with familiar characters and a new story is started. This is because too many people are already invested in the current iteration of Eorzea, and wiping out all that progress would cause a lot of people to quit the game.

The big question is when this next version of Final Fantasy 14 will be released. It’s likely that it will coincide with the next console generation, considering those are a few years away, as it gives the developers time to prepare for the future platforms. A Realm Reborn’s fifteenth anniversary is happening in 2028, which might also be an ideal release window for the update.

final-fantasy-14-tag-cover.jpg

Final Fantasy 14

Systems

PC-1

8/10

Released

August 27, 2013

ESRB

T for Teen – Language, Mild Blood, Sexual Themes, Use of Alcohol, Violence

Developer(s)

Square Enix

Publisher(s)

Square Enix

Engine

Originally the Crystal Tools engine, but currently it’s a custom engine using parts of the Luminous Engine.



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Moonlighter 2: The Endless Vault Early Access Review | TheSixthAxis

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Moonlighter 2: The Endless Vault Early Access Review | TheSixthAxis


The original Moonlighter was a fantastic take on the roguelike that asked “but what if also capitalism?” and then did its utmost to make that fun. Fun capitalism is a nice change of pace for a lot of us, and the fact that it was all built around a lovely-looking action roguelike with a solid story was all part of the package. And what could be more capitalist than meeting market demands with the supply of a sequel? So here’s Moonlighter 2 opening up its stall in Early Access this week.

Moonlighter 2: The Endless Vault is a pretty drastic change in a lot of ways, and yet remains very familiar in others. In terms of familiarity, you’re still going to be going adventuring during the night to collect relics to sell, while also trying to progress through dungeons, and you’ll still be setting up shop during the day and trying to find the perfect price for moving as much product as possible. That’s all still good stuff, and in terms of the general loop, it’s unchanged.

What has changed though, is basically everything else. Combat feels a little more intense now, with you being able to equip a few different weapon types which you can upgrade and unlock as you go along. Each weapon has normal attack and a light attack, and often a special property or two as well. You can also dodge, as you’d expect, but also knock enemies away with your bag, and even pull out a gun and just shoot stuff. That’s all quite fun, but it does feel a little clunky at times.

That’s usually because of the scenery. Some aspects of the maps you’ll be journeying around feel like they’re bigger than they look. This results in times where you’ll find yourself caught between different environmental parts, but it doesn’t look like you should be. This extends into anywhere you end up walking, and as you will be doing a fair bit of that, that’s kind of an issue. I came across some other little glitches as well, like people being invisible in my shop and enemies just stopping randomly for no reason. These weren’t game-breaking, but they were immersion-tearing. These didn’t happen often, but they did happen.

There’s a lot more to Moonlighter 2: The Endless Vault. Your main quest is to earn a bunch of money to satisfy a space cube and unlock new features, but you’ve also got a constant slew of side quests to undertake and complete that can help you get to grips with the game or unlock new features. This is still an Early Access release, but there’s plenty to sink your teeth into. You can also upgrade yourself by using materials, build new weapons after finding recipes in the dungeons, and unlock new bits for your shop too. That all uses the same general materials, and often a lot of money, so you get lots of fun decisions to make.

Moonlighter 2 early access shop

I don’t love the new visual style, sadly. It’s something I’ve seen a number of roguelite sequels go through, including the likes of Wizard of Legend 2, where the successor insists on going a bit bigger and more ambitious with the graphics. I don’t think it’s all that necessary in Moonlighter 2’s case, as it jumps from pixel art style to 3D. The older art style was really charming, and while this game does look nice, it feels a little more sterile comparatively.

On the whole, I’m enjoying Moonlighter 2’s Early Access release. It’s a decent mechanical upgrade over the original game in the majority of areas, but it’s also fair to say that it’s losing a little something in the transition, and I find it a bit less whimsical. If you want more stuff to do and love a meta-grind though, then this game should satisfy that nicely.



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Silent Hill f’s combat just got a lot easier, but I wish it hadn’t

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Silent Hill f’s combat just got a lot easier, but I wish it hadn’t



Last week, Konami released a small update for Silent Hill f featuring a new “Casual” difficulty mode for first-time players (or exhausted New Game Plus players). But the part of the update that really caught my eye was a small note tucked away under the “System Changes” section of the patch notes: “Fewer enemies are placed across multiple sections.”

It’s no secret that Silent Hill f’s approach to combat has been somewhat controversial. Hinako has a lot more tools at her disposal than previous Silent Hill protagonists, and is quite agile. Though I personally enjoy features like Omamori, perfect dodging, and other unique melee mechanics, I get why others don’t. Silent Hill was originally a franchise with clunky tank controls, and running away from enemies instead of engaging with them wasn’t just feasible — it was often the wisest course of action.

You can still run past many of Silent Hill f’s smaller combat encounters to avoid wasting resources or damaging your weapon. But running isn’t always the best strategy, as the game features quite a few enemies who are lurking around corners and will immediately grab you if you attempt to run past them, leaving you injured anyway. I prefer to clear out as many enemies as I can, because I genuinely enjoy the combat. In the latter half of the game, it wasn’t the number of enemies that had me struggling — it was the lack of durable weapons. At several points near the end of Silent Hill f, I had to skip past areas I wanted to explore because they were swarming with enemies and I was armed with nothing but bunny ears and the world’s least-durable axe.

Decreasing the overall amount of enemy encounters (especially unskippable ones) in the game is certainly one way to deal with this issue, but I wish Konami had taken a different route to make the experience more approachable. The “too many enemies” problem could easily be solved by scattering a few more lead pipes (or weapon repair kits) throughout the game’s final hours, instead of defanging it by reducing the number of nightmares lurking in the shadows.

For those who would rather avoid combat than engage in it, the latest update is a welcome change, and I get it: Silent Hill has never been an action franchise, and when you’re playing as a tiny teenaged schoolgirl, avoiding fights with giant monsters canonically makes the most sense. But Konami implemented an interesting, exciting combat system in Silent Hill f, and I can’t help but be bummed out that the game’s latest update now gives me fewer opportunities to engage with it.



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Mesa 25.3.0 released with lots of Linux graphics driver improvements

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Mesa 25.3.0 released with lots of Linux graphics driver improvements


Just as the weekend arrived, Mesa 25.3.0 was released as the latest new-feature upgrade for open source Linux graphics drivers.

Curiously, it was tagged and put out on the 14th but as of yet there’s been no release announcement to the mailing list, and no news post to notify of the new release on the official Mesa website either. I was waiting on the actual announcements before posting either Friday or Saturday, but it seems to be coming in quite late. So anyway, here we are.
Minor update 22:59 UTC: a while after publishing the Mesa news post went live.

As usual, you may want to stick with the previous latest bug fix release with Mesa 25.2.7 until the first point release for Mesa 25.3 is out while they deal with any issues that appear. The release calendar is not up to date yet either, but we can usually expect the Mesa 25.3.1 release in around 2 weeks.

Whenever they actually publish the announcements, we can see from GitLab this will be in the release notes:

New features




EGL_EXT_create_context_robustness support on Panfrost V10+
GL_ARB_robust_buffer_access_behavior, GL_KHR_robust_buffer_access_behavior and GL_KHR_robustness support on Panfrost
VK_EXT_mutable_descriptor_type on panvk/v9+
GL_KHR_robustness on v3d
VK_ARM_shader_core_builtins on panvk
VK_KHR_shader_untyped_pointers on anv
cl_ext_immutable_memory_objects
VK_KHR_video_encode_intra_refresh on radv
VK_KHR_video_encode_quantization_map on radv
GL_ATI_meminfo and GL_NVX_gpu_memory_info on r300
VK_KHR_shader_untyped_pointers on anv and RADV
VK_KHR_maintenance8 on NVK
VK_KHR_maintenance9 on NVK
cl_khr_semaphore on radeonsi and zink
cl_khr_external_semaphore on radeonsi and zink
cl_khr_external_semaphore_sync_fd on radeonsi and zink
GL_NV_shader_atomic_int64 on radeonsi and Panfrost V9+
VK_KHR_maintenance7 on panvk/v10+
VK_KHR_maintenance8 on panvk/v10+
VK_KHR_maintenance9 on panvk
VK_AMD_buffer_marker on NVK
VK_EXT_ycbcr_2plane_444_formats on radv
Removed VDPAU frontend
GL_NV_representative_fragment_test on zink
VK_KHR_maintenance9 on HoneyKrisp
sparseBinding on panvk/v10+
sparseResidencyBuffer on panvk/v10+
Vulkan 1.2 on pvr
VK_KHR_create_renderpass2 on pvr
VK_KHR_dedicated_allocation on pvr
VK_KHR_depth_stencil_resolve on pvr
VK_KHR_descriptor_update_template on pvr
VK_KHR_imageless_framebuffer on pvr
VK_KHR_line_rasterization on pvr
VK_KHR_maintenance1 on pvr
VK_KHR_maintenance2 on pvr
VK_KHR_maintenance3 on pvr
VK_KHR_multiview on pvr
VK_KHR_robustness2 on pvr
VK_KHR_separate_depth_stencil_layouts on pvr
VK_KHR_shader_draw_parameters on pvr
VK_KHR_shader_float_controls on pvr
VK_KHR_shader_subgroup_extended_types on pvr
VK_KHR_spirv_1_4 on pvr
VK_KHR_shader_terminate_invocation on pvr
VK_KHR_swapchain_mutable_format on pvr
VK_KHR_vertex_attribute_divisor on pvr
VK_EXT_border_color_swizzle on pvr
VK_EXT_color_write_enable on pvr
VK_EXT_custom_border_color on pvr
VK_EXT_depth_clamp_zero_one on pvr
VK_EXT_depth_clip_enable on pvr
VK_EXT_extended_dynamic_state on pvr
VK_EXT_extended_dynamic_state2 on pvr
VK_EXT_extended_dynamic_state3 on pvr
VK_EXT_image_2d_view_of_3d on pvr
VK_EXT_line_rasterization on pvr
VK_EXT_physical_device_drm on pvr
VK_EXT_provoking_vertex on pvr
VK_EXT_robustness2 on pvr
VK_EXT_queue_family_foreign on pvr
VK_EXT_separate_stencil_usage on pvr
VK_EXT_shader_demote_to_helper_invocation on pvr
VK_EXT_vertex_attribute_divisor on pvr
imageCubeArray on pvr
independentBlend on pvr
sampleRateShading on pvr
logicOp on pvr
drawIndirectFirstInstance on pvr
alphaToOne on pvr
samplerAnisotropy on pvr
shaderStorageImageExtendedFormats on pvr
shaderStorageImageReadWithoutFormat on pvr
shaderStorageImageWriteWithoutFormat on pvr
shaderClipDistance on pvr
shaderCullDistance on pvr
VK_EXT_zero_initialize_device_memory on pvr
VK_KHR_sampler_mirror_clamp_to_edge on pvr
VK_KHR_shader_non_semantic_info on pvr
VK_KHR_shader_relaxed_extended_instruction on pvr
VK_EXT_shader_replicated_composites on pvr
VK_KHR_device_group_creation on pvr
VK_KHR_map_memory2 on pvr
VK_EXT_map_memory_placed on pvr
VK_KHR_device_group on pvr
VK_KHR_buffer_device_address on pvr
GL_EXT_mesh_shader on zink
VK_KHR_wayland_surface on pvr
VK_NVX_image_view_handle on NVK

Bug fixes




amdgpu: ring gfx_0.0.0 timeout, in vr when opening apps
zink/radv: new cts fails on rdna3
Penumbra: Overture OpenGL game has graphical glitch for ice
mesa: regression caused by hash_table sizing
RustiCL: fence fd leak on CL-GL interop
Uniform variable not updated correctly with shared contexts
[radv] Borderlands 4 triggers a consistent GPU page fault on RDNA2
radv: RE4 Separate Ways DLC hangs RDNA2 GPU
ACO: fix a hazard when the number of attributes loaded/consumed don’t match with VS prologs
ACO: loading 64-bit attributes can override the fetch index in VS prologs
[RADV][bisected][regression] – Doom: The Dark Ages (3017860) – Square flickering artifacts around Hebeth
nvk, nak: Broken icons in ENDLESS Legend 2 on a RTX 4080
LLVMPipe’s `VkPhysicalDeviceAccelerationStructurePropertiesKHR::maxPrimitiveCount` is lower than Vulkan requires.
asahi: DMABuf import of multi-plane YCbCr (NV12 from ISP) not renderer correctly
asahi: DMABuf import of multi-plane YCbCr (NV12 from ISP) not renderer correctly
brw: Gfx9 sampler messages violate r127 rule
radv: No Man’s Sky XESS page fault GPU reset
r600/sfn: Assertion `cir.alu_vec.empty()` failed
radv: Hit assert when over maxFragmentDualSrcAttachments but vkCmdSetColorBlendEnableEXT is set to false
[ANV][PTL][DG2] Flickering textures in Assassin’s Creed Valhalla benchmark
ADL, ANV: Wuthering Waves leads to gpu reset on Alder Lake iGPU
RADV: ANGLE deqp regression
[ANV][EXT_debug_utils] descriptor set object_name leak when not calling vkFreeDescriptorSets
nvk: CTS failures in sample_locations_ext.verify_interpolation.samples_1
[regression] [bisected] RuneLite GPU Experimental – GPU crash
Missing definition of __builtin_ia32_clflush since “util/cache_ops: Add some cache flush helpers”
LLVM instruction selection compilation error
v3d: green screen when rpivid hevc decoder is used
[radv] Stuttering with latest mesa git (21 sept) on radv/6900 XT
BFN with UW sources gets munged by lower regioning
zink: chromium flickers in youtube when fullscreening videos
r600: Attribute stride updates may be skipped
[ANV][TGL]: test_buffer_feedback_instructions_sm51 on vkd3d-proton crashes
some video file are not shown in mpv when using vaapi hardware decoding on amd apu
[ANV][PTL] Indiana Jones and the Great Circle – GPU Hang
[ANV] [PTL] Hades 2 game freeze on start of gameplay
[anv][ptl] GPU hang in Dying Light dx12
radv: Only look at statically used descriptors.
RADV: Consider always using the global bo list
anv: Age of Wonders 4 corruption on a Arc b580
nvk: Incorrect rendering in Baldur’s Gate 3 shadows starting with e6dae6ef5fc134f9ed5dd93b1a462084bc3aadfd
nvk commets cause problems with kepler
anv: Assert in brew when descriptor indexing with modulo
tu: VK_EXT_zero_initialize_device_memory
ResourceTracker.cpp:40:10: fatal error: perfetto/tracing.h: No such file or directory
A bunch of CTS tests are failing on Gfx12.0 trying to use the blitter with TILE_X
radv: meta pipeline cache appears to be broken
mesa:amd+compiler / aco_tests assembler.mubuf/gfx11 failure with llvm-21.1.2
[ANV] Bunch of tests in dEQP-VK.pipeline.*.render_to_image.*3d.*2d_compatible failing on gen9/11
elk: segfault in lower_txd_cb
bisected: Regression in EXT_shader_framebuffer_fetch_non_coherent test after !37527
VK_QUERY_RESULT_WAIT_BIT does not work for VK_QUERY_TYPE_VIDEO_ENCODE_FEEDBACK_KHR
a618-traces often times out
bisected build failure in clc_helpers.ccp with llvm 22
anv: GL mesh tests crash/fail on zink with shader object
25.2.1 fails to build on risc-v with llvm 21
RISC-V builds with llvmpipe against LLVM 21 fail due to API changes
Confidential issue #14013
implicit-function-declaration error when compiling mesa 25.2.0 devel
vl_stubs.c:105:1: error: conflicting types for ‘vl_mpg12_bs_decode’
[ANV][LNL] – FINAL FANTASY XVI (2515020) – Title crashes to Desktop immediately following the splash card.
Segfault in init_source at ../src/gallium/auxiliary/vl/vl_idct.c:597 when trying to play DVD on r600
nvk: Failure in vkd3d-proton ibfe tests
nvk, nak: NAK panic in Call of the Wild: The Angler on RTX 4080
Simple External Semaphore test hangs in vk_sync_wait
nir_builtin_builder.h:108:43: error: ‘M_LOG2E’ undeclared
regression: windows: msys2 – undeclared M_PI and M_LOG2E probably since !37289 21b8e7604ba51f90682adeff650fc866c71c57f2
dEQP-VK.spirv_assembly.instruction.compute.float_controls.fp32.input_args.reflect_denorm_flush_to_zero regression on nvk
mesa-25.2.3/src/gallium/drivers/radeonsi/radeon_uvd.c:658: array index used before check ?
lp_test_arit.c:200:14: error: static declaration of ‘rsqrtf’ follows non-static declaration
build failure with glibc 2.42
[bisected] 44aaf884254 regressing FSR vulkan cts tests on PTL
[bisected] f416a529 “egl: refine dma buf export to support multi plane” results in piglit crash
Crash on game Elite Dangerous at 0% planetary generation, on Tigerlake+ Iris Xe and Arc GPUs.
regression;bisected;amd: 0a266f0256025d271945adb3478fc2c1291d4c79 leads pgadmin4-qt to crashes
segfault with mesa >= 24.1.0 on nvidia
segfault through lavapipe
Confidential issue #13807
[bisected] 25b97a mesa/st: mark internal texture map calls as UNSYNCHRONIZED breaks r600
Gallium: Segfault while trying to compile a shader with differing UBO contents in fragment and vertex stage – With reproduction case
aco: generate wrong code when gl_DrawID is used by primitive indices in mesh shader
Regression since mesa 25.2.0: applications waiting for dGPU to start
ci: libX11 upgrade tracker
anv: Regression in dEQP-VK.graphicsfuzz.cov-nested-loops-set-struct-data-verify-in-function
brw: regression crash on dEQP-VK.graphicsfuzz.cov-dfdx-dfdy-after-nested-loops
a618-traces often times out
ci: crosvm dumping log spam from host gl when the job fails
panfrost: assertion fail in pan_image_get_wsi_row_pitch
virgl: guest memory leak with qemu + virtio-gpu-gl
[ANV][LNL] – Horizon Forbidden West™ Complete Edition (2420110) – Orbicular artifacts near heads of machines (wildlife).
iris: Assertion failures in piglit tests on all platforms
[radv] [Regression) Shadow of the Tomb Raider – flickering/missing textures
Minecraft 1.12.2 visual artifacts when running on zink/radv
[RADV][VEGA 64][bisected] Cyberpunk 2077 – Massive performance regression due to https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37025/diffs?commit_id=d7f401c2bbadd192dbbcaaeede2805bad71f6193
[PTL] hitting assert when starting Xorg
GZDoom 4.11/Raze 1.7 exhibit very high memory usage during shader compilation under OpenGL
anv: Assertion failure replaying q2rtx fossil
[ANV] [REGRESSION] PCSX2/Midnight Club 3 crashes with VK_ERROR_DEVICE_LOST on Mesa 25.0.7
Hollow Knight Silksong segfaults with zink on radv
zink: crash in KHR-GL46.framebuffer_blit.scissor_blit
Request: RADV support for VK_EXT_ycbcr_2plane_444_formats..
mesa: state parameters duplicated
ARB_vertex_program and ARB_fragment_program are broken
d3d10umd fails to create basic pixel shader, outputs “unknown TGSI opcode: RET”
turnip: FDM failures with forcebin
a7xx_state_location
[ANV] Assertion with VVL GPU-AV around robust UBO
radv: avoid advertising unsupported global queue priorities for the client
crocus: SIGSEGV crash at pbo compressed teximage
nvk: test_conditional_rendering fails on vkd3d-proton
Segfault in x11_xlib_display_is_thread_safe
[ANV][BMG] Witcher 3 ray tracing freeze on a Arc b580
[ANV][BMG] Witcher 3 ray tracing freeze on a Arc b580
[ANV][BMG] Witcher 3 ray tracing freeze on a Arc b580
anv: optimize utrace overhead from bo memset
radv: watching vp9 encoded video with vulkan hwdecode result in artifacts
ci: zink-venus-lavapipe errors
[ANV][DG2][BMG] 3DMark Solar Bay Misrendering
lavapipe defaults to memfd when multiple export types are requested
anv: Simple vulkan compute shader causes Intel GPU hang due to excessive loop unrolling
INTEL_DEBUG=spill_fs regression
NIR validation failed after nir_lower_io in DOOM The Dark Ages
radv: NIR validation failed after nir_shrink_vec_array_vars in ../src/amd/vulkan/radv_shader.c:171 (bisected)
Wayland EGL missing pbuffer surface support
missing sparse synchronization in zink
ACO validation failed in DOOM: The Dark Ages – Undef operand to `p_parallelcopy`
ACO validation failure in DOOM: The Dark Ages Shader
Dragon Age Veilguard / Ability Wheel Targeting Visual Distortion
[AMD] glTexturePageCommitmentEXT triggers an error if level is higher than 0
deqp-egl multithread link flakes
Ratchet and Clank “[gfxhub] page fault” Mesa25.3
[RADV] Support for VK_KHR_video_encode_quantization_map
System Crashes when starting VR on rx 9070 (xt)
[Build][32bit] Meson does not find libdisplay-info in 32-bit builds
freedreno,decode: Lua environment picks up the A6XX register offset instead of A7XX
Confidential issue #13351
d3d10umd: Build regression on 25.2.0-rc1
turnip: LRZ bug with TU_DEBUG=gmem,forcebin
nvk/nak regression: memory_model.message_passing fails on KeplerA
[ANV] dEQP-VK.api.copy_and_blit.copy_commands2.image_to_buffer_transfer_queue.2d_images.whole_r32g32b32_uint_linear and possibly others asserts on LNL
nir: validation failed after nir_remove_dead_variables in 3DMark Solar Bay
Build dependency on intel_wa.h missing in Intel vulkan driver
Missing polygons/vertices in CS2 on BMG
`vn_ring`: use-after-release crash after `vn_ring_destroy` on Virtio-Vulkan
venus: vkmark –winsys headless segfault (regression)
Vulkan headless WSI crashes when initializing swapchain on Asahi Linux running Apple M1 Max
lavapipe: Crashes on simple Descriptor Buffer test
make zink-radv-navi31-valve a pre-merge job
[RADV] Graphical glitches in Ghost of Tsushima on Polaris
radv: RT regressions
macOS: use of undeclared identifier ‘free_zombie_glx_drawable’
macOS: Undefined symbols “_pipe_loader_drm_probe_fd”, referenced from: _dri_get_drm_device_info in libdri.a[7](dri_util.c.o)
Segfault when activating DPMS on i915 hardware
RADV caps reported sparse address size at 4 GiB
nvk Blackwell support
hk: framerate limited/locked to 23 in RDR2 ingame menus (Vulkan)
i915: multiple dEQP tests asserts at nir_opt_group_loads.c:75: get_load_resource: Assertion `!”” “tex instr should have a resource”‘ failed.
tu: VK_KHR_fragment_shading_rate broken when HelperInvocation is used
radv: regression: commit a7291074c800 break lighting in Like a Dragon: Infinite Wealth
[bisected regression] Latest mesa-git keeps /dev/dri/renderD129 always open with new applications even though they don’t use it at all
spec@arb_shader_storage_buffer_object@max-ssbo-size@fs stack overflow since cb558b2b88c2
anv: enable compression on ASTC LDR emulation surface
High GPU usage when using Zink for eglgears_x11 (on X11)
Segfault in X11 image acquire code with timeout=0
v3dv: regression in vkAllocateMemory importing gbm bo
Crash from iris_set_sampler_views in chromium/chrome with accelerated video decoding
rusticl: aco: LLVM outperforms ACO in clpeak for `short` benchmarks on hawaii
rusticl: aco: Performance regression in clpeak for char benchmarks on hawaii
nir: Deprecate NIR_PASS_V
zink on tu assertion failing doing shader-db runs.
Race condition with timeline semaphores
nir_algebraic silently ignores operand conditions in some cases
lavapipe: valgrind triggers errors with CTS unit tests when creating a vulkan device
radv: gfx12 RGP captures don’t support instruction timings for graphics pipelines
xe2: DMA Buffer exported modifier is incorrect
cleanup CI kernel patches
radv: more glcts fails KHR-GL46.shading_language_420pack.initializer_list_initializer*
radv: regression in KHR-GL46.gpu_shader5_gl.float_encoding
!36097 breaks Xwayland (& others)
GPU process crash via WebGPU shader – heap-buffer-overflow in Mesa build_interference_graph
GPU process crash via WebGPU shader – heap-buffer-overflow in Mesa build_interference_graph
radeonsi: Broken VAAPI video color conversion
Gallium HUD broken since !34054


Pictured – Doom: The Dark Ages

Article taken from GamingOnLinux.com.



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Arc Raiders Breaks Its Own Steam Record Again

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Arc Raiders Breaks Its Own Steam Record Again


Arc Raiders just keeps on kicking ass out their in multiplayer land, this time breaking its own record for concurrent players on Steam. It’s unusual for any game to continue gaining more players after its initial launch surge, and yet that is exactly what Arc Raiders is doing.

According to SteamDB, the game hit a new peak concurrent player record of 481,966 on November 16. Its previous best was 462,488 on November 9.

By comparison, Battlefield 6 has managed a higher peak of 747,440 close to its launch, but those players have been dropping off slowly. Yesterday, it hit a concurrent count of just under 300,000.

In other words, Arc Raiders is doing exceptionally well, especially as it’s going up directly against Battlefield 6 and Call of Duty: Black Ops 7. There’s a couple of likely reasons for this, starting with the recent community event to unlock a new map. The community managed to smash that challenge in a single day, even while the developers quickly worked to make it harder.

The other reason is probably just word of mouth. Arc Raiders is being streamed by big names and holds a great rating on Steam’s user reviews. There’s a solid roadmap of content yet to come this year, so there’s every chance Arc Raiders will break half a million concurrent players on Steam.

And let’s not forget, there’s all the console players, too. God knows how high the total player count is right now, but on November 10, Embark confirmed that he managed 700,000 concurrent players across all platforms.

By November 6 the game was reported to have already sold 2.5 million copies. Developer Embark then announced November 11 that it had sold 4 million copies of Arc Raiders.



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Magic: The Gathering Avatar Collector Boosters Back In Stock At Amazon

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Magic: The Gathering Avatar Collector Boosters Back In Stock At Amazon


We’re just a few days away from the launch of the next Magic: The Gathering Universes Beyond set. Avatar: The Last Airbender joins the MTG collection November 21, and Amazon has restocked one of the trickiest products to find from the launch lineup. Avatar Collector Booster Packs are available to preorder for $38 each. Each Collector Booster comes with 15 cards, and at least 12 of them are Traditional Foil. You’ll also get one Collector Booster Pack with the Avatar Commander’s Bundle for $110. This is essentially the Gift Edition of the regular Avatar: The Last Airbender Bundle. In addition to the Collector Booster, the Commander’s Bundle comes with nine Play Boosters, five Borderless cards for Commander mode, a storage box, and more.

A few other Magic: The Gathering x Avatar: The Last Airbender products are in stock aheaad of Friday’s launch, including the Beginner Box, Play Booster Box, and Jumpstart Booster Box.

Preorder Magic: The Gathering Avatar: The Last Airbender

In stock as of November 17:

Magic: The Gathering x Avatar: The Last Airbender

Sold out as of November 17:

Avatar: The Last Airbender is the third major Magic: The Gathering crossover set to launch in 2025. The Final Fantasy crossover became the best-selling MTG set–crossover or otherwise–before it even hit stores in June. Wizards of the Coast is releasing a second wave of Final Fantasy MTG products in December, but preorders for all of the new products are sold ou with the exception of the updated FF7 Commander Deck. In better news, collectors can get a deal on the Marvel’s Spider-Man Gift Bundle.

Check out the gallery below for a closer look at all of the boxes, bundles, and boosters in Magic: The Gathering’s Avatar: The Last Airbender set. We’ve included a list of Universes Beyond products you can buy for retail price or less after the gallery.

Magic: The Gathering Universes Beyond Sets

If you’re looking for Final Fantasy MTG cards, Amazon has the four Commander Decks in stock for low prices: Final Fantasy VI: Revival Trance is only $40, Final Fantasy X: Counter Blitz is $49, Final Fantasy XIV: Scions & Spellcraft is $45, and Final Fantasy VII: Limit Break is $53.85. Amazon also has the Final Fantasy Play Booster Box in stock for a big discount.

Looking ahead to 2026, Teenage Mutant Ninja Turtles joins Magic: The Gathering on March 6. Preorders opened in October, and while Collector Boosters have been sold out from the jump, TMNT fans can still preorder a handful of products, including the Teenage Mutant Ninja Turtles Bundle and Turtle Team-Up, a new $50 co-op game. The Pizza Bundle, which includes. a Collector Booster, has been going in and out of stock. At the time of writing (November 17), the Pizza Bundle is available to preorder for $100.

Select products in MTG crossover sets from 2023-24 are in stock at Amazon for solid prices, including the Fallout Commander Deck Bundle for $145, a couple of Lord of the Rings Commander Decks, and Assassin’s Creed’s Beyond Booster Box.

Magic: The Gathering: Marvel's Spider-Man Gift Bundle
Magic: The Gathering: Marvel’s Spider-Man Gift Bundle

Marvel fans can get the Spider-Man Gift Bundle for $80 (was $90). The Gift Bundle comes with a Collector Booster Pack, nine Play Boosters, an Alternate-Art Foil card, 30 Land Cards, a Spider-Man card storage box, and other accessories. The Collector Booster is the big draw here, as these packs are selling for $46 on their own right now. Amazon is also offering a huge discount on the Spider-Man Play Booster Box that drops the price to $149.43.

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