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NVIDIA RTXPT 1.9 Path Tracer Gets Around 20% Faster, Adds Windows on Arm Support

NVIDIA has released version 1.9.0 of RTX Path Tracing (RTXPT), its open-source reference path tracer on GitHub, claiming roughly 20% better performance than the previous 1.8.1 release, with comparable or better image quality. RTXPT is a code sample for developers, meant as a starting point for building a path tracer or as a reference for NVIDIA's other ray tracing SDKs. Several changes add up to that uplift. The path tracer can now optionally trace only three quarters, half, or a quarter of the pixels each frame, and the built-in performance presets use this by default, along with lower bounce limits in the faster modes.

On DirectX 12, async compute lets the previous frame's DLSS Ray Reconstruction and post-processing overlap with the next frame's path tracing, and TLAS instance generation has moved to the GPU. Lighting got some attention too. NEE-AT light sampling now handles up to 2 million lights, up from 512K, and the SHaRC radiance cache is on by default in real-time mode, apparently feeding more indirect lighting into DLSS Ray Reconstruction at about the same cost. Version 1.9 also adds Windows on ARM64 support. The release notes don't say why, though it's probably no coincidence, given NVIDIA's own Arm-based RTX Spark chip for Windows PCs.

Call of Duty: MW4 Launches, Cyberpunk 2077 Gets DLSS 4.5, and More RTX Spark Games Released

GeForce RTX GPUs accelerated by DLSS 4.5 give you the definitive experience in the wealth of top-rated games that have recently launched, and new titles such as Call of Duty: Modern Warfare 4, Crimson Desert Enhanced: Charting the Unknown and Phantom Blade Zero.

On October 16th, Call of Duty: Modern Warfare 4 Campaign Early Access began, followed by DMZ Early Access yesterday. On the 23rd, the full game officially arrives with the addition of multiplayer, and using our latest Game Ready Driver you can optimize your experience with DLSS 4.5 and Advanced Shader Delivery.

The Witcher 3 Wild Hunt Remastered Gets Substantial Improvements Following Player Feedback

The Witcher 3: Wild Hunt Remastered launched on September 29, bringing with it a number of improvements to the legendary RPG's gameplay and graphics and pushing it to its highest peak concurrent player count to date. However, despite the widespread praise for the remaster's overall execution, there were still complaints about issues with the game's performance and some aspects of the remaster's visual style, especially on consoles, where some graphics toggles were missing for users. One complaint in particular was distracting or unappealing graphics, which came down to poor lighting, tone mapping, and bloom implementation.

At a global scale, Patch 5.01, which is already available for Steam, GOG, Epic Games, Battle.net, and Xbox Play Anywhere, as well as on PS5 and Xbox Series consoles, improves bloom, tone mapping, character lighting, Ray Tracing, and Path Tracing. On PC, the update fixes a bunch of graphics settings, like being able to enable hardware-specific graphics settings when the hardware was not available to support them; dynamic resolution scaling not applying correctly; and disabling dynamic resolution scaling by default. It also addresses some of the visual issues some console players were having, adding options in the graphics settings for bloom, light shafts, and depth of field. Consoles also received "various optimizations to improve performance," although there are no specifics attached to that claim.

CD Projekt Red Unveils Detailed PC Requirements for The Witcher 3: Wild Hunt Remastered

CD Projekt RED has published the full and updated PC requirements for The Witcher 3: Wild Hunt Remastered, which launches tomorrow, September 29, as a free upgrade for existing owners. Only the minimum and recommended specs were public until now, but the new detailed requirements are broken down by categories and even include separate Ray Tracing and Path Tracing requirements. The updated table covers six tiers: Minimum, Recommended, Ultra, RT Minimum, RT Recommended, and Path Tracing.

The Minimum tier targets 1080p at 30 FPS with the Low preset, and requires a Core i5-8400 or Ryzen 5 2600 CPU, 12 GB of RAM, and a GTX 1660, RX 5500 XT, or Arc A580 graphics card. CDPR says the GTX 1660 can reach 60 FPS or higher there. Recommended (1080p, 60 FPS, High) asks for a Core i7-8700K or Ryzen 5 3600X CPU, 16 GB of RAM, and an RTX 2060 Super, RX 6600 XT, or Arc B580 GPU. If you want to play at Ultra (1440p, 60 FPS), it calls for a Core i7-13700K or Ryzen 7 7700X CPU, 24 GB of RAM, and an RTX 3070 Ti, RX 6800 XT, or Arc B580 graphics card with XeSS.

Modder Brings Path Tracing And Frame Generation to Grand Theft Auto 2 via RTX Remix

Modder gebdag has released GTA2 RTX Remix, a mod that brings full path tracing and dynamic time-of-day lighting to Grand Theft Auto 2, the 1999 top-down classic. NVIDIA's Jacob Freeman shared a clip of the mod on X, showing a day-night cycle that looks quite well-done. Apparently, the biggest hurdle in the process was technical, as GTA 2 ran on DirectDraw and an early version of Direct3D, neither of which RTX Remix supports natively. To get around this, the modder built a custom Direct3D 9 wrapper using two DLLs that translate the game's legacy rendering calls into something RTX Remix can actually read. The result reportedly adds real-time path-traced lighting, so explosions, car fires, and neon signs now cast their own glow, and the day-night cycle shifts lighting as it passes.

The mod also unlocks widescreen 16:9 support (the original was locked to 4:3) and adds frame generation for up to 60 FPS, well above what the original release could hit. GTA2 RTX Remix is open source on GitHub and was reportedly tested on version 9.6 of the game, the free release Rockstar distributed in 2004. It needs 64-bit Windows 10 or 11 alongside the RTX Remix runtime. It's certainly a niche release given how old the base game is, but it's another one in the chain of RTX Remix mods breathing new life into titles most people wrote off years ago. Similar projects already exist for Max Payne, Morrowind, and Need for Speed Carbon, and modders keep finding new ways to push the tool's limits.

NVIDIA DLSS 5 Launches in NBA 2K27 September 3rd, DLSS Comes to STAR WARS Zero Company, Onimusha: Way of the Sword & The Blood of Dawnwalker

Each week, new games and apps integrating NVIDIA DLSS, NVIDIA Reflex, and advanced ray-traced effects are released or announced, delivering the definitive PC experience for GeForce RTX players. In the last few days, STAR WARS Zero Company and Aliens: Fireteam Elite 2 have launched with DLSS. Crimson Moon launches today, with The Blood of Dawnwalker and Onimusha: Way of the Sword launching this Thursday, along with NBA 2K27, which debuts DLSS 5 with 3D-Guided Neural Rendering.

NC has announced LIKE OR DIE, a new team-based FPS launching next year with DLSS 4.5. New RTX trailers give gamers fresh looks at AION 2, ANANTA, CINDER CITY, CONTROL Resonant, Gears of War: E-Day, SPINE - This Is Gun Fu, and Tides of Annihilation. And Beast of Reincarnation and Breathedge 2 are available now with DLSS.

[Editor's note: You can read our in-depth technical preview of the NVIDIA DLSS 5 here]

NVIDIA Develops 2-3x Faster Real-Time Path Tracing with Better Image Quality

NVIDIA has developed a new algorithm for path tracing that will make it 2-3 times faster, deliver better visual quality, and improve the robustness of real-time path tracing. Scheduled for a technology demo at the ACM conference on Computer Graphics and Interactive Techniques in May, NVIDIA has found a way to make real-time path tracing a fully realistic rendering process, moving beyond the usual emulation, software denoising, upscaling, and other techniques we use today. Since real-time path tracing is extremely compute-intensive, modern GPUs are still not powerful enough to execute the full path tracing technology in all its potential. Instead, we currently rely on emulations in modern games, implemented across many titles to address this computational demand. Below is the abstract described on NVIDIA's paper page, though the paper itself is not yet available as its publication is scheduled for May. However, note that the technology is still in development, and we have to wait more for it to hit commercial games.
NVIDAAlgorithms leveraging ReSTIR-style spatiotemporal reuse have recently proliferated, hugely increasing effective sample count for light transport in real-time ray and path tracers. Many papers have explored novel theoretical improvements, but algorithmic improvements and engineering insights toward optimal implementation have largely been neglected. We demonstrate enhancements to ReSTIR PT that make it 2-3x faster, decrease both visual and numerical error, and improve its robustness, making it closer to production-ready. We halve the spatial reuse cost by reciprocal neighbor selection, robustify shift mappings with new footprint-based reconnection criteria, and reduce spatiotemporal correlation with duplication maps. We further improve both performance and quality by extensive optimization, unifying direct and global illumination into the same reservoirs, and utilizing existing techniques for color noise and disocclusion noise reduction.

NVIDIA Readies Rubin-based GeForce RTX 60-series with Massive RT Performance Gains

The rumor mill has started grinding about NVIDIA's next-generation gaming GPU, and it looks like NVIDIA does not want to allow the current market environment to get in the way of implementing its product roadmap, with a roughly 2-year GeForce generation product launch cadence. The next-generation GeForce RTX 60-series will be powered by the "Rubin" graphics architecture. "Rubin" already debuted on NVIDIA's bread-winning AI GPU series, and is making its way to GeForce, reports RedGaming Tech.

The first slice of rumors about GeForce RTX 60-series predicts that NVIDIA will stick to a more conservative approach with foundry nodes, and not go with a sub-2 nm nanosheet-based node. GeForce "Rubin" will be built on some variant of the current TSMC 3 nm FinFET node. They need not be the same N3 node that's in use by Apple, Intel, and others; and NVIDIA might collaborate with TSMC on an exclusive variant just the way it created the NVIDIA 4N node, derived from TSMC N5. Chips in the series will follow the numbering scheme "GR20x," with examples being "GR202" for the biggest part powering the flagship product. The 3 nm node will allow NVIDIA to maintain GPU clock speeds ranging between high 2 GHz and low 3 GHz, which is a minor increase over the current "Blackwell."

NVIDIA Prepares GeForce ON Community Update for GDC 2026

At this year's Game Developers Conference (GDC) in San Francisco, NVIDIA has prepared a special GeForce ON community update scheduled for tomorrow, where the company will address its gaming audience. While we have no official expectations for this GeForce ON update, NVIDIA might preview either new technologies that the company is developing for its gamers or new implementations in games and game engines. Usually, this centers around technologies like Deep Learning Super Sampling, Ray Tracing, Path Tracing, GeForce NOW expansion, gaming monitors like the Big Format Gaming Displays, or something entirely different. Interestingly, NVIDIA might also preview potential product launches for its GTC 2026, which starts just a week from now, on March 16 and lasts through March 19. We are eagerly anticipating any formal announcement, and you can check out the video link that starts the premiere tomorrow, below.

NVIDIA DLSS 4 Comes To Resident Evil Requiem, John Carpenter's Toxic Commando Demo This Week, And Crimson Desert March 19

Each week, new games and apps integrating NVIDIA DLSS, NVIDIA Reflex, and advanced ray-traced effects are released or announced, delivering the definitive PC experience for GeForce RTX players.

DLSS 4.5 is our latest upgrade to the ever-improving DLSS Super Resolution, adding a second generation transformer model that further enhances image quality. Via the NVIDIA app, you can apply DLSS 4.5 Super Resolution to your game library on all GeForce RTX PCs and laptops, instantly upgrading clarity and quality.

AMD Releases Adrenalin Edition 26.2.1 Beta Drivers

AMD has released AMD Software Adrenalin Edition 26.2.1 Beta drivers adding support for Yakuza Kiwami 3 & Dark Ties, and Nioh 3 games. The update also fixes corrupted cloud rendering in Arc Raiders on Radeon RX 9000 series graphics cards and addresses intermittent application crashes observed in The Finals when ray tracing is enabled on Radeon RX 7000 series GPUs. Several known issues remain such as intermittent crashes or driver timeouts when loading saved games in Cyberpunk 2077 with Path Tracing enabled, as well as instability in Battlefield 6 on Ryzen AI 9 HX 370 systems. Task-switching between media while running Roblox Player (Car Zone Racing & Drifting) may also trigger crashes on RX 7000 series graphics cards. Texture flickering can occur in Battlefield 6 when using AMD Record and Stream on some GPUs.

Additionally, AMD FSR Upscaling and FSR Frame Generation may appear inactive in AMD Software when enabled in Yakuza Kiwami 3 & Dark Ties and Call of Duty: Black Ops 7 on Radeon RX 9000 series products. AMD also notes that the AMD Install Manager may fail to install Optional Drivers, recommending users download the package directly from the release page. AMD says it is actively working with developers to address the remaining issues.

[DOWNLOAD: AMD Software Adrenalin 26.2.1 Beta]

NVIDIA DLSS Comes to Nioh 3, Vampires: Bloodlord Rising & The Sea of Remnants Closed Alpha

Each week, new games and apps integrating NVIDIA DLSS, NVIDIA Reflex, and advanced ray-traced effects are released or announced, delivering the definitive PC experience for GeForce RTX players.

This week, gamers can check out Nioh 3, Sea of Remnants' Closed Alpha, and Vampires: Bloodlord Rising, featuring DLSS 4 with Multi Frame Generation, and Carmageddon: Rogue Shift and Nightmare Frontier, featuring DLSS Super Resolution.

AMD Releases Adrenalin Edition 26.1.1 WHQL Drivers

AMD has released its latest AMD Software Adrenalin Edition 26.1.1 WHQL drivers, introducing support for new Ryzen AI mobile processors alongside several game fixes and known issues. The driver adds optional installation of the AMD AI Bundle, and expands product support to the latest Ryzen AI 300-series processors, including the Ryzen AI 9 HX 475 and Ryzen AI 5 430. New game support is also included for Starsand Island and Avatar: Frontiers of Pandora - From the Ashes Edition.

Several issues have been resolved including incorrect shadow rendering in Call of Duty: Black Ops 7, texture corruption in Enshrouded, launch failures in Diablo IV when using non-English usernames, and visual corruption in Chromium- and Electron-based applications on RX 5000 and RX 6000 series GPUs. AMD has also fixed crashes related to Unreal Engine 5.6 with Lumen HWRT enabled, as well as rendering issues in Microsoft Flight Simulator 2024 and Baldur's Gate 3. Known issues remain. AMD notes intermittent crashes or driver timeouts in Cyberpunk 2077 with Path Tracing enabled, instability in Battlefield 6 on Ryzen AI 9 HX 370 systems, task-switching crashes in Roblox Player on RX 7000 series GPUs, and texture flickering in Battlefield 6 when using Record & Stream. AMD says it is actively working on fixes for these problems.

DOWNLOAD: AMD Software Adrenalin 26.1.1 WHQL
[Editor's note: Our in-depth review of the AMD AI Bundle is now live]

ARC Raiders Available Now With DLSS 4 & Reflex

More than 800 games and applications feature RTX technologies, and each week new games integrating NVIDIA DLSS, NVIDIA Reflex, and advanced ray-traced effects are released or announced, delivering the definitive PC experience for GeForce RTX players. Last week, The Outer Worlds 2, Vampire: The Masquerade - Bloodlines 2, and Jurassic World Evolution 3 all launched with day-one support for DLSS 4 with Multi Frame Generation.

This week, even more DLSS 4 titles join the ever-expanding catalogue of games that run and play best on GeForce RTX, starting with ARC Raiders, which has just launched today with DLSS 4 with Multi Frame Generation, NVIDIA Reflex, and ray tracing. Later this week, Duet Night Abyss launches with DLSS 4 with Multi Frame Generation, and Battlefield 6's battle royale mode is available now, accelerated by DLSS 4. Looking to the future, AION 2, CINDER CITY and Directive 8020 are all launching in 2026 with DLSS 4, and we've got new trailers for each that you can check out below.

Bolt Graphics' Zeus GPU: Dev Kits Arrive 2026 for Gaming, HPC, and CAD

When Bolt Graphics made its appearance early this year, it was quite a shock to see a new entrant in the already very competitive consumer/prosumer GPU market. However, Bolt promises that its Zeus GPU is an entirely different beast, focused on areas such as path tracing in games, CAD workloads, HPC simulations, and film/TV. Its Zeos GPU is a unique design too, with expandable memory. There is a 32/64/128 GB soldered memory capacity, with 2x or 4x DDR5 SO-DIMM slots, supporting up to 384 GB of memory. In addition to regular video outputs, the Zeus GPU features a 400 GbE QSFP-DD port for advanced networking on render/simulation farms, allowing thousands of interconnected GPUs that bypass a NIC. Bolt Graphics notes that the developer kits are on track to arrive in 2026, with mass production set for 2027.

When it comes to gaming performance, Bolt uses consumer-grade GPUs such as NVIDIA GeForce RTX 5090 for comparison. Until now, developers have often had to compromise on visual quality to meet their frame-rate targets when using real-time ray tracing and path tracing. With Zeus, they no longer have to choose between speed and fidelity, delivering full-quality 4K path-traced graphics at a smooth 120 FPS with at least 25 samples per pixel. On the compute side, Zeus excels in heavy scientific and engineering tasks, achieving up to 20 FP64 TeraFLOPS while consuming less than 400 W. It tackles electromagnetic-wave simulations a staggering 300 times faster than the B200, without accuracy downgrade. We are yet to see if the Zeus will live up to its hype, so first dev kits will uncover a lot about it next year.

NVIDIA DLSS 4 Comes To Clair Obscur: Expedition 33, Dead Take and Rune Factory: Guardians of Azuma

More than 800 games and applications feature RTX technologies, and each week new games integrating NVIDIA DLSS, NVIDIA Reflex, and advanced ray-traced effects are released or announced, delivering the definitive PC experience for GeForce RTX players. Last week, DLSS 4 with Multi Frame Generation was available at launch in Killing Floor 3 and WUCHANG: Fallen Feathers, and was added to The First Descendant Season 3 demo. This week, DLSS 4 with Multi Frame Generation comes to Clair Obscur: Expedition 33, Dead Take, and Rune Factory: Guardians of Azuma. And 7 Days to Die now features support for DLSS Super Resolution. Plus, you can check out our new EA SPORTS F1 25 video captured with immersive path-traced effects enabled and maxed out, and with performance accelerated by DLSS 4 with Multi Frame Generation. Read on for all the details.

Clair Obscur: Expedition 33 Adds DLSS 4 With Multi Frame Generation
Once a year, the Paintress wakes to paint a cursed number upon her monolith and everyone of that age instantly turns to smoke and fades away. Year by year, that number ticks down. Tomorrow, she'll wake and paint "33." Join Gustave, and his fellow Expeditioners as they embark on a desperate quest to break the Paintress' cycle of death once and for all in Sandfall Interactive and Kepler Interactive's Clair Obscur: Expedition 33. Retracing the steps of dozens of failed Expeditions before them, players will overcome powerful enemies and fight to save the future of their world. Set in a dreamlike world, the story unfolds as fantasy and art converge, backed by an enchanting soundtrack to create a breathtaking story unlike any other.

Intel's New Tool Measures Video Game Image Quality in Real Time

Intel has introduced the Computer Graphics Visual Quality Metric (CGVQM) tool, the first open-source metric specifically designed to evaluate real-time game imagery with nearly the same accuracy as humans. At its core is the CG-VQD dataset, which contains 80 three-second clips from 15 open-source 3D scenes, ranging from Amazon's Bistro demo to custom environments like House and Bridge, each processed by one of six modern rendering methods, such as neural supersampling, path tracing, or Gaussian splatting. Intel researchers began with a pre-trained 3D ResNet-18 network and fine-tuned its channel weights to align its outputs with volunteer ratings. The result, CGVQM-5, outperforms all existing full-reference metrics and comes very close to matching human agreement.

Behind the scenes, CGVQM splits each video into smaller patches, extracts key visual features using a 3D ResNet backbone, and then adjusts a small set of channel-wise weights so that its predicted scores closely match the quality ratings given by human testers. CGVQM 5 digs deep into all five ResNet blocks for top accuracy. To make the tool practical for swift build pipelines, the team also created CGVQM-2, a lighter version that uses only the first two ResNet blocks. By removing most of the latter features, it runs substantially faster while still beating every rival metric. Both variants produce error maps that clearly highlight artifacts, such as ghosting or flicker, allowing artists to spot and fix issues without running complete user tests. Game developers can clone the GitHub repository and add Vulkan hooks or Unreal Engine plugins to integrate CGVQM directly into their workflows, enabling them to run evaluations on the fly.

F1 25 Creative Director Believes PC-exclusive Path Tracing Innovation Delivers Unprecedented Realism

The pit lane is open, the cars are in grid formation, and the red lights are off! F1 25 has officially launched and is now in players' hands. We thought this would be a great moment to connect with F1's Creative Director, Gavin Cooper, for an exclusive Q&A. Gavin has been a creative force in game development for decades. He has worked on racing titles since the late '90s and has built a career out of making the most immersive titles with unrivaled authenticity enjoyed by millions of players and fans around the world.

Meanwhile, Formula 1 has surged in popularity around the globe, adding nearly 90 million new fans in 2024 including a rising profile within American pop culture, making it one of the fastest-growing sports worldwide. And F1 25 is the best place for players and fans to interact and celebrate their fandom. In our Q&A, Gavin shares his thoughts on how he and his team create the world's premier racing game, new technology advancements and how it impacts play, working with the community to make the best game possible, the summer blockbuster F1 movie and the game's unique tie-ins, and building a game that celebrates the sport, the fans, and the culture that surrounds it. Let's get into it.

Microsoft's Agility SDK Update Brings Shader Execution Reordering, Opacity Micromaps, and Tiled Resource Tier 4 Support

Microsoft has quietly rolled out two updates to its DirectX Agility SDK, and developers are already finding reasons to celebrate. The 1.717-preview release brings Shader Execution Reordering (SER) and Cooperative Vectors to the table, while the 1.616-retail update introduces Opacity Micromaps (OMM) and D3D12 Tiled Resource Tier 4 support. Together, they promise smoother and more efficient ray tracing, as well as improved resource handling. In 1.717-preview, the arrival of Cooperative Vectors means that vector and matrix operations, essential for AI-driven effects, now enjoy dedicated hardware acceleration. Instead of performing complex calculations on the CPU, developers can offload these tasks to the GPU, potentially unlocking richer neural rendering techniques in real time. Additionally, SER provides ray tracing pipelines with a helpful feature: it reorganizes the order in which shader threads execute, reducing wasted cycles caused by thread divergence.

Early internal tests show up to a 2× performance boost in path-traced scenes when SER is enabled. The preview also updates Direct3D's video encoder with a HEVC Reference List extension for longer-term reference frames, a two-pass low-resolution first encode, and built-in PSNR metrics so creators can see exactly how crisp their output really is. The 1.616-retail SDK centers on Opacity Micromaps, a feature designed to handle alpha-tested geometry, such as foliage or chain-link fences, without firing off expensive AnyHit shader calls. With OMM, supported GPUs intelligently skip unnecessary work, and Microsoft's numbers suggest a speedup of as much as 2.3x in path-traced scenes. For example, one NVIDIA demo increased from approximately 55 FPS to around 90 FPS simply by enabling OMM. Today, only NVIDIA's RTX cards have driver-level support for these micromaps, but AMD and Intel are preparing their own updates for the coming months. That same 1.616-retail release also unlocks D3D12 Tiled Resource Tier 4, finally lifting the restriction on packed mipmaps in texture arrays. This means finer-grained texture streaming, less wasted memory, and more creative freedom in writing shader code. NVIDIA has confirmed its support for this tier, Intel's drivers are already shipping, and AMD is aiming to release compatible drivers by early June 2025.

F1 25's PC Feature Set Explored - VR Exclusive to this Platform

This Story is Yours. Leave your mark on the world of racing in F1 25, the official video game of the 2025 FIA Formula One World Championship. Below, you can find the PC features you can enjoy in F1 25. We have covered everything from the newly introduced path tracing to playing on the keyboard, steering wheel, or controller.

Real Time Path Tracing
Path tracing lets us cast light rays from every pixel in the camera view and simulate the light bouncing 3-4 times around the scene. Each bounce samples a surface, and the light moves to the next surface. This makes a cloud of color that we can use some advanced algorithms to resolve back into pixels from the lit 3D scene. Path tracing offers the most advanced simulation of light interactions. For example, there are hundreds of thousands of light sources in Bahrain. Simulating the type of real time shadow interaction, self-reflection, and color bounce you get with path tracing is far ahead of older techniques.

EA Reveals F1 25 Global Launch Times & PC Spec Requirements

F1 25: Everything You Need to Know: Launch times, PC specs, achievements, soundtrack & much more. It's almost time to hit the grid. Here's your one-stop-shop on all of the key information, content and advancements we've made to this year's game. Pre-Load Timings: first-off, let's get F1 25 onto your console/PC. If you've pre-ordered, you can download the game to your system from the dates below.

Launch Timings
The big day is fast approaching, Iconic Edition players can hit the track from as early as May 27. Check out the timings below for both Iconic and Standard Edition. Additionally, EA Play members can trial F1 25 for 5 hours from May 27, and EA Play Pro members will have full access to the Iconic Edition from the same date. Leave your mark on the world of racing in F1 25, the official video game of the 2025 FIA Formula One World Championship, featuring a revamped My Team mode, the thrilling third chapter of Braking Point, and more!

Bolt Graphics Announces Zeus GPU for High Performance Workloads

Bolt Graphics announces Zeus, a completely new GPU design for high performance workloads including rendering, HPC, and gaming. Zeus addresses performance, efficiency, and functionality limitations with legacy GPUs.

Zeus is orders of magnitude faster than any other GPU in key workloads. Users can gain 10x in rendering performance, 6x in FP64 HPC workload performance, and 300x in electromagnetic wave simulations. Users running these types of demanding workloads need access to large amounts of memory. Bolt brings expandable memory to GPUs, for the first time, which allows users to increase their memory up to 384 GB in a PCIe card, and up to 2.25 TB per Zeus in a 2U server. A rack of Zeus 2U servers can be configured with up to 180 TB of memory, 8x larger than legacy GPUs.

DOOM: The Dark Ages Requires RT. Release Date, PC System Requirements, and New Gameplay Trailer Revealed

The time draws near to Reign in Hell when DOOM: The Dark Ages releases May 15, 2025, on Game Pass, Xbox Series X|S, PlayStation 5 and PC. Preorder your copy today! For PC players, check that your setup is battle-ready by consulting our PC Requirements below, including listings for Minimum, Recommended and even Ultra 4K settings.

A NEW GENERATION OF IDTECH
id Software's most ambitious title yet, DOOM: The Dark Ages pushes new standards in visual fidelity and performance with the power of idTech8. Taking full advantage of modern hardware on all platforms, idTech8 ushers in a new era of gameplay performance and visual fidelity featuring all-new dynamic interactive ray-traced lighting and shadows, higher-fidelity image quality, increased gore and destruction and so much more. With the largest environments ever in a DOOM game, DOOM: The Dark Ages delivers an epic experience full of worlds to explore, hordes of demons to destroy and an action story worthy of the Slayer's legend. Whether soaring through the air with his dragon or smashing giant Titan-sized demons using his Atlan mech, the Slayer is taking on his biggest battles yet - all beautifully rendered and running at a buttery-smooth 60 frames per second on all platforms.

NVIDIA GeForce RTX 5090 Performance in Cyberpunk 2077 With and Without DLSS 4 Detailed

It is no secret that NVIDIA's RTX 50-series launch was welcomed with a mixed reception. On one hand, DLSS 4 with Multi-Frame Generation has allowed for obscene jumps in performance, much to the dismay of purists who would rather do away with AI-powered wizardry. A recent YouTube video has detailed what the RTX 5090 is capable of in Cyberpunk 2077 with Path Tracing at 4K, both with and without the controversial AI features. With DLSS set to performance mode and 4x frame generation (three generated frames), the RTX 5090 managed around 280 FPS. Pretty good, especially when considering the perfectly acceptable latency of around 52 ms, albeit with occasional spikes.

Turning DLSS to quality, the frame rate drops to around 230 FPS, with latency continuing to hover around 50 ms. Interestingly, with frame generation set to 3x or even 2x, the difference in latency was borderline negligible between the two, right around 44 ms or so. However, the FPS takes a massive nosedive when frame generation is turned off entirely. With DLSS set to quality mode and FG turned off, the RTX 5090 barely managed around 70 FPS in the game. Taking things a step further, the presenter turned off DLSS as well, resulting in the RTX 5090 struggling to hit 30 FPS in the game, with latency spiking to 70 ms. Clearly, DLSS 4 and MFG allows for an incredible uplift in performance with minimal artefacting, at least in Cyberpunk 2077 unless one really looks for it.

NVIDIA DLSS 3 Comes to Indiana Jones and the Great Circle and Marvel Rivals This Week

More than 600 games and applications feature RTX technologies, and each week new games integrating NVIDIA DLSS, NVIDIA Reflex and advanced ray-traced effects are released or announced, delivering the definitive PC experience for GeForce RTX players. This week, Indiana Jones and the Great Circle and Marvel Rivals launch with DLSS 3, Path of Exile 2 enters Early Access with day-one support for DLSS Super Resolution, and the Delta Force PC Global Open Beta kicks-off, also with day-one DLSS Super Resolution support. On December 9th, Forza Motorsport's next update introduces support for immersive Ray-Traced Global Illumination lighting. And in the near future, Warhammer 40,000: Space Marine 2's next update introduces support for DLSS 3 Frame Generation.

Indiana Jones and the Great Circle Launching With DLSS 3 & Ray Tracing
Uncover one of history's greatest mysteries in Indiana Jones and the Great Circle on December 6th with the game's Digital Premium Edition Advanced Access launch, followed by its general release on December 9th. Step into the shoes of Indiana Jones and embark on a single-player, narrative-driven journey that spans the globe during the height of the legendary archaeologist's career. From the hallowed halls of the Vatican and the sunken temples of Sukhothai to the pyramids of Egypt and the snowy peaks of the Himalayas.
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