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Firefox 160 Releases With New Mini Floating Windows and UI Improvements

Mozilla has officially released Firefox Browser version 160, which brings with it both a number of under-the-hood and user-facing changes to improve the average browsing experience. Aside from a few technical changes, like support for MKV playback with FLAC, MP3 or PCM audio, the biggest new user-facing changes are the new Mini Windows and an updated UI for the PiP (Picture-in-Picture) video player.

Mini Windows is a new early implementation of a feature that allows users to move a tab or a part of a page into an always-on-top window. To access Mini Windows, you right-click a tab, and select "Move to Mini Window," and you can then right-click any section of page content and select "Move Section to Mini Window," which will bring up a new UI to select and isolate a particular section of a page for use in the mini window.

Valve Adds Steam Deck FPS Data To Game Compatibility Screen in Latest Update

Valve recently announced that it was adding an opt-in toggle to enable data collection in Steam for the Steam Deck, with the idea behind the new feature being that developers could analyze the reported framerate data using Steam's built-in tools to better optimize their games for the handheld's hardware. In a new Steam Client update, however, Valve has confirmed that it will start sharing that same average Steam Deck framerate data with players before they buy the game, so that they can get a relatively accurate idea of what to expect from the gameplay experience before spending money on the game.

The framerate data will be displayed as an average at the bottom of the Steam Deck compatibility screen as an FPS figure specific to the player's current hardware. The figure will also cite the date the average was last updated. Clicking or tapping the dropdown arrow next to the framerate note will expand a histogram showing the game's average framerate distribution across gaming sessions as a percentage. This should, with relative certainty, convey how often players ran into gameplay hitching.

DLSS 5 on Radeon Gets Faster With AMDLSS5 2.0, Up to 64% Performance Uplift

AMDLSS5, a free mod that runs NVIDIA's DLSS 5 Neural Rendering on AMD's Radeon RX 9070 and RX 9070 XT, has reached version 2.0 with an engine its developer, Wehaveall, built for the project. Earlier builds were based on Daniel Blanco's DLSS-NR-on-AMD, the tool that first got DLSS 5 working on Radeon cards back in September, but version 2.0 no longer needs files from any other mod. In a 60-second Resident Evil Requiem run at 4K with FSR on an RX 9070 XT, the new build averaged 101.2 FPS with 78.5 FPS 1% lows, up from 91.3 and 66.0 FPS on version 1.6.1. That is roughly 11% and 19% better, respectively.

The headline 64% figure comes from a comparison with unnamed "other mods," which managed 61.6 FPS in the same scene. These are the developer's own numbers from one game on one GPU, and there's no mod-off baseline showing what Neural Rendering costs. Game support now includes PRAGMATA, Nioh 3 and GTA 5 Enhanced, the latter only in offline Story Mode with BattlEye disabled. RX 9060 series cards should work but are untested, while RX 7000 support is an alpha that hasn't been tried on real hardware yet.

NVIDIA App Update Adds DLSS Override Support to 19 More Games

NVIDIA has released NVIDIA App 11.0.9.585, a small update that adds DLSS Override profiles for 19 games and Optimal Settings profiles for six. The list mixes older titles like PUBG: Battlegrounds, The Witcher 3: Wild Hunt, and Dragon's Dogma 2 with Control Resonant, Silent Hill: Townfall, Ace Combat 8: Wings of Theve, Gears of War: E-Day, and Star Wars: Galactic Racer, all of which were scheduled to launch in September or October. Oddly enough, 007 First Light was already listed in the main 11.0.9 release, and Active Matter showed up back in 11.0.8. NVIDIA doesn't explain the repeats, and it doesn't say which overrides each game supports either.

The changelog otherwise only mentions "various stability/security fixes" without any details. This build follows two bigger ones that added significantly more features. The main 11.0.9 release brought DLSS 4.5 Ray Reconstruction and per-game Resizable BAR controls, while 11.0.9.565 added RTX Spark support, a local MCP server for AI agents, and a faster Performance Mode for DLSS Frame Generation. As a refresher, DLSS Override lets GeForce RTX owners use newer DLSS models, or modes like DLAA, that a game may not offer on its own. It sits under Graphics > Program Settings > Driver Settings. Below is the full list of games.

Modded RTX 2080 Ti 22 GB Shows What Extra VRAM Can Still Do for Turing

PC Games Hardware has put a modded GeForce RTX 2080 Ti 22 GB through their test gauntlet, and the extra memory seemingly pays off once games run out of headroom. At 4K with DLSS Performance and FSR 3.1 Frame Generation, the card averaged 52.5 FPS in Flight Simulator 2024 against 30.2 FPS on a regular 11 GB model, roughly 74% faster. Spider-Man 2 jumped from 39.4 to 64.0 FPS, and Indiana Jones and the Great Circle crashed to the desktop on the 11 GB card. At 1440p with DLSS Quality, the gap was smaller, though those first two games still ran about 20% slower on 11 GB. Of course, PCGH chose nine memory-hungry games on purpose, and most titles run fine on 11 GB. Keep in mind that these are just one outlet's numbers, and other results may vary.

These cards have shown up everywhere from Alibaba to eBay listings at $499, and this one came from a reader. All eleven memory chips are swapped for 2 GB Samsung parts. No firmware changes are needed, since relocating a single strap resistor tells the GPU about the extra capacity, and NVIDIA's regular drivers pick it up. Its weak blower-style cooler and 250 W limit held it back, so PCGH tuned both cards to identical 1.9 GHz, 15 GT/s, and 280 W settings. At around €500, the 22 GB card costs quite a bit less than a 16 GB RTX 5060 Ti, which goes for €770 in Germany. PCGH still calls it a gamble, citing eight-year-old hardware and soldering work that can fail weeks later, and advises checking the seller's reputation and whether any warranty goes beyond a 30-day return window.

Silent Hill Townfall Tops 42% Physical Revenue Share on PlayStation as Horror Grows on Steam

Silent Hill Townfall launched on Steam and PlayStation 5 in September, and despite the game having been cracked before its official release, it has apparently been a hit, with Alinea Analytics citing a total figure of over 404,000 sales in its first month on the market. On PlayStation alone, the game has earned $20.2 million in revenue, with as much as 42.8% of those sales being physical sales. PlayStation also accounted for 70.9% of the game's total revenue earned, with Steam and GOG accounting for the other 29.1% of sales. According to Alinea's data, Townfall also sold through all of its physical retail copies, suggesting that physical game demand exceeded the available stock.

[Editor's note: Our in-depth review of Silent Hill Townfall is live]

The horror genre also appears to be growing on Steam, with horror games on Steam having earned a whopping $1.3 billion in total for 2026 so far, already showing a 17% increase in revenue over 2025. 41% of that revenue came from games that launched in 2026, unsurprisingly, given that it was a stacked year that saw the release of Resident Evil Requiem, which accounted for $211.3 million in revenue alone for Valve's platform in 2026 so far. In late September, it was estimated that Resident Evil Requiem had topped $500 million in total revenue, and it also had a high physical revenue share, with disc sales representing around 30.8% of PlayStation's game sales.

Intel Nova Lake-S Promises Up To 17% Single-Thread and 20% Gaming Performance Improvements

A lot of information relating to Intel Nova Lake-S has emerged leading up to the official launch in early 2027, including official information from Intel detailing the Nova Lake architecture and a recent benchmark leak that promised significant single-thread performance improvements on a 28-core Nova Lake-S part. However, a recent leak out of @Haze2K1 on X, shared by VideoCardz, purports that the real-world performance improvements for Intel's Nova Lake desktop CPUs are in the double digit range.

While the leaker has been around for a while, there is no guarantee that this information is accurate, since the only cited source is "circulating chatter," however, the claim is that Intel's Nova Lake will outperform comparable last-generation Arrow Lake CPUs by 8-17% in raw single-thread performance, 15% in general-purpose workloads, and up to 20% in gaming. There is some nuance to these claims, with the 17% improvement figure exclusive to the higher-end CPUs that feature bLLC, while the 17% boost allegedly comes from the implementation of Intel's new Advanced Performance Extensions.

New DLSS 5 Mod Borrows a VR Trick for Better Ultrawide Performance

A new DLSS 5 mod borrows a trick from VR headsets to make Neural Rendering less punishing on ultrawide monitors. FoveatedDLSS5, a ReShade add-on built by maximedgoulet, keeps neural rendering at full resolution in the middle of the screen and steps it down toward the edges, where peripheral vision picks up less detail. In a Reddit post, the modder says The Witcher 3 went from 49 FPS to about 80 FPS on an RTX 4090 at 7680x2160 with 2x multipass, a gain of over 60%.

With default settings on a 7680x2160 panel, Neural Rendering ends up processing about 71% of the original pixels. Smaller screens gain less, however. At 4K, the defaults leave 93% of the pixels, and at 3440x1440 the mod turns itself off, so 16:9 and 21:9 users should shrink the center zone. It's also a pre-release tested in one game, and it only works when neural rendering runs after upscaling, which rules out pairing it with the Neural Upstream trick. Videocardz points out a similar project, CheekyFoveatedDLSS, that has been out since early September and adds eye-tracked foveation for VR headsets.

28-Core Intel Nova Lake-S CPU Shows Promising Performance Boost in Leaked Benchmark

It looks as though the upcoming Intel Nova Lake-S CPU family will launch soon, headed-up by a 28-core Core Ultra 9 CPU. A new PassMark benchmark spotted by VideoCardz now purports to show expected performance of that 28-core Nova Lake-S CPU in two separate benchmark runs. The CPU, which is listed as "Nova Lake Client Platform," with the motherboard model giving it away as "NVL-S Embedded CRB 1 Fab2 Board," appears alongside an eight-core NVL-S CPU, and both CPUs achieve decent scores in the single-threaded performance benchmarks.

According to the PassMark database scores, the eight-core NVL-S scores up to 5,085 points, while the 24-core variant tops out at 5,210 points. Meanwhile, the 28-core—ostensibly the Core Ultra 9 4970K BFC—scores as high as 61,509 points in the multithreaded CPU test, and the eight-core variant, likely a Core Ultra 3 or 5 CPU, scores 23,478 points. If these PassMark scores are accurate, this puts the Core Ultra 9 4970K BFC at around 85% of the performance of an AMD Ryzen 9 9950X3D in multicore performance, while the CPU beats out the Intel Core Ultra 9 285K on single-threaded performance but misses out on matching the outgoing Intel chip by 5,721 points or around 8.5%.

Intel APX Support Lands in Windows 11 Ahead of "Nova Lake" Launch

Intel's Advanced Performance Extensions (APX) are officially supported on Windows 11 PCs. However, there are currently no consumer PCs capable of utilizing APX. Intel's APX is set to debut with the "Nova Lake" processors in early 2027, but software development has been ongoing to ensure new features are ready before the processors reach retailers. In Windows 11 build 29695 for insiders, there is a toggle that allows you to enable APX for better performance. This indicates that Microsoft has prepared the APX optimizations across Windows, which will enhance everyday tasks and handle workloads with more processing power.

Intel APX is an extension to the x86-64 ISA that adds more registers and introduces new features to boost workloads across various use cases. Intel has designed APX to double the number of general-purpose registers in a CPU from 16 to 32, along with specific optimization paths to ensure compiled code is optimized to take advantage of the additional CPU capacity, resulting in performance improvements. Although this is a minor tweak, the data paths that follow are much more efficient. Intel reports around 10% fewer instructions in compiled code for Intel APX, even though the new instruction lengths are larger. This means the overall efficiency of executed tasks will consume fewer CPU cycles, freeing up resources for more tasks and boosting system performance.

GeForce Unlocked: Modders Boost RTX 20, RTX 30, and RTX 40 Compute Performance by Up to 2x

NVIDIA's GeForce RTX 30-series and RTX 40-series graphics cards are based on the same dies as their professional-grade GPUs. This means the compute potential of consumer-oriented RTX GPUs is restricted by NVIDIA's firmware stack, but modders have managed to unlock the instruction issuing rate equivalent to their professional GPU counterparts. Starting with the GeForce RTX 30-series "Ampere," a researcher developed an unlock that effectively doubles the instruction issuing speed of FP/BF16 FMA into FP32 operations on GA102, GA103, GA104, and GA106 cards. As a result, cards like the GeForce RTX 3090 Ti experience up to 80% faster matrix multiplication in BF16, which is crucial for running nearly all neural networks. The unlock supports GA102, GA103, GA104, and GA106-based GeForce RTX graphics cards.

Next, we have the GeForce RTX 40-series "Ada Lovelace" with another project that has demonstrated a massive 2× speedup in FP16 and BF16 tensor throughput with FP32 accumulation. When the GeForce RTX 4090 was tested with FP16 tensor throughput and matrix accumulation, the GPU achieved 165.6 TeraFLOPS, while the unlock pushed that number to 331.6 TeraFLOPS. This is intriguing as these computational performance numbers are typically reserved for the higher-end professional segment like the NVIDIA RTX 6000 "Ada Lovelace." It seems NVIDIA artificially limited the AD102 silicon's performance in compute-sensitive matrix multiplication and accumulation, affecting the performance of running large language models. For this unlock, AD102, AD103, and AD106 are officially unlocked.

Borderlands 4 Silently Ditches Denuvo DRM With Reports Citing Notable FPS Increases

Denuvo DRM software has always been controversial at best, and it has recently become fairly common practice to remove it from games following their launch, as was the case with 007 First Light, whose developer removed Denuvo from the game a mere two months post-launch. In the case of Borderlands 4, rumors started circulating that Denuvo has been removed from the game as of an October 22, 2026, update. This change has not yet been confirmed by 2K Games or Gearbox Software, however.

Reports of Denuvo disappearing from Borderlands 4 started with Borderlands creators @EpicNNG, who was previously responsible for the Borderlands Online revival and @lewisØn, and were later seemingly confirmed by @ExploredFiction, who inspected the contents of the Borderlands 4 game files. SteamDB itself doesn't directly note the removal of Denuvo, but the game's binaries are 171.69 MB smaller in the latest update, and several packages have been removed from the game files. While there is no hard benchmarking data to prove it, there are currently reports that the game runs faster without Denuvo running in the background.

Long-Term Liquid Metal Tests Reveal Promising Longevity Despite Reactions

Responding to a question from a customer with a stained copper cold plate, modder and overclocker, Der8auer, has published an analysis of Thermal Grizzly's Conductonaut Extreme liquid metal thermal interface, revealing the long-term effects of the TIM. In the video, published to YouTube, Der8auer explains that the staining that can often be seen after the use of liquid metal TIMs is a simple reaction between the copper and gallium in the liquid metal forming CuGa2 in what is known as a peritectic reaction. The resulting alloy has an effective thermal conductivity of around 100 W/m·K, which is significantly lower than pure copper but much higher than the liquid metal alone. Fortunately, this deposition grows at around 1 µm per day until it reaches 50-100 µm, and it is given as the explanation for online reports of liquid metal evaporation over time.

Moving onto the actual long-term testing and analysis, Der8auer analyzed a copper plug applied with Thermal Grizzly Conductonaut Extreme intermittently over a two-year period to see how the thermal interface material changed over time. While the liquid's surface is clearly visible under the electron microscope after the initial application, it changed significantly after just two weeks, with obvious crystallization and solid particulates forming in the TIM surface. These crystals continued to grow as the test sample sat in a de-oxygenated environment, losing any appearance of the liquid by the end of the second month after the initial application, with the surface then comprised exclusively of crystals. No further changes were observed in the liquid metal's surface between the two-month and two-year marks, suggesting that no major changes happened after the first 50-60 days, as predicted by Der8auer's initial explanation that peritectic deposition would occur at a rate of roughly 1 µm per day until it reached around 50 µm thick.

Control Resonant Passes 1 Million Copies Three Weeks After Launch

Control Resonant launched on September 24, 2026, and has since earned itself praise from reviewers and gamers alike, which you can find out more about in our full in-depth handheld performance review. Now, not even a month after launch, Remedy Entertainment has announced in a post on X that Control Resonant has sold over a million copies across PC, PS5, and Xbox.

[Editor's note: Our in-depth review of Control Resonant across 35 GPUs is now live]

The announcement post did not share any specifics about platform share or revenue, but the game retails for $59.99, and its Steam performance has been decent for a single-player action game, peaking at 42,799 and slowly tapering off to a 24-hour peak of 7,787 concurrent players at the time of writing. Previous reports from the likes of Alinea Analytics show that Control Resonant sold nearly 300,000 copies on Steam in its first week, alone, accounting for around $12.7 million in revenue.

Forza Horizon 6 Tops 2026 First-Party Game Revenue Leaderboards with Wolverine in Distant 2nd

Barring the upcoming launch of GTA VI, it's safe to say that the majority of the big game launches for 2026 have already taken place, and it seems as though Microsoft's Forza Horizon 6 will come out of 2026 as one of the year's big winners, per recent data from Alinea Analytics. According to the analytics firm, Forza Horizon 6 has handily taken the top spot as the most successful first-party game launch from Xbox and Sony for 2026 so far—and with quite a margin, to boot.

The research firm estimates that Forza Horizon 6 has earned a whopping $579.2 million in revenue from 8.8 million copies sold on PC and Xbox so far, even without a PS5 port, which is slated to launch in early 2027. This still puts it behind Forza Horizon 5, which earned over $1 billion in revenue across all platforms, but Horizon 6 only launched in May 2026, meaning it has only been on the market for around five months. The data suggests that Forza Horizon 6 generated 56.7% of its revenue on Xbox, with the rest coming from Steam, and estimated over 10 million gamers played Horizon 6 on Xbox Game Pass, with 1.3 million players opting for the Game Pass upgrade, generating $82 million in revenue for the platform.

KDE Plasma 6.8 Officially Launches with UI and Performance Tweaks

KDE Plasma is arguably one of the most widely used desktop environments in the Linux world, especially since the Valve Steam Deck introduced many gamers to the world of Linux using KDE Plasma in SteamOS when it launched the Steam Deck. Now, KDE has officially announced Plasma 6.8, the latest iteration of the Plasma DE, which comes with a number of improvements, including better accessibility options, a new system monitoring tool, the next step in the KDE Union theming engine, and new tricks to make misbehaving app windows look more aesthetically pleasing.

One of the smaller, but more impactful UI updates in KDE Plasma 6.8 is support for window rules that allow users to add rounded corners, shadows, and outlines to client-side-decorated applications that can't otherwise obey KDE's themes. In the blog detailing the updates in Plasma 6.8, the development team says that the Union theming engine is designed to look identical to the standard KDE theming, but with the ability to theme Qt Widgets applications, making it easier to achieve a unified look across different applications and frameworks. KDE also notes that Wayland has now been fully adopted, but that KDE will continue to work with X11 apps thanks to XWayland. Additionally, Plasma 6.8 will use less memory and load faster, and NVIDIA GPUs now use triple buffering by default with KWin. There are also under-the-hood improvements to HDR and ICC profile handling that will make HDR content look better when using ICC profiles.

RimWorld's Switch to In-House Engine Promises Up to 400% Performance Boost

Despite launching in early access in 2013, RimWorld's developer, Ludeon Studios has just started a switch away from the Unity game engine to its own in-house Waylith engine with update 1.7. In a new blog post, the developer notes that the switch away from Unity could result in performance improvements of "2-4×," while claiming an identical gameplay experience.

In the studio's in-house testing, game load time, startup time, world and map generation, and general tick-per-second performance all saw significant performance improvements. A stress test with a "late game colony" saw a performance improvement of 2.2×, although the studio didn't exactly share test parameters beyond that. Load times of a mod pack with 1,500 mods also improved from 14 minutes to 6 minutes. The studio notes that individual performance improvements on the new engine will depend on PC specs, but those are promising improvements if scaling holds up.

NVIDIA DLSS 5 Gets 2x Performance Boost with 20% Less VRAM Usage

NVIDIA's continuous optimization of software and its technology stack has yielded another great improvement. The latest DLSS 5 update, scheduled for October 16, will deliver another 2x performance boost, meaning that previously DLSS 5-optimized workloads will literally run twice as fast. Alongside this significant performance uplift, NVIDIA promises that in 4K gameplay with DLSS 5 enabled, the neural rendering technology will use 20% less VRAM, leaving more room for game textures to load without DLSS 5 interfering with capacity or hogging resources. NVIDIA updates its DLSS by running a continuous loop on top of an internal supercomputer that constantly optimizes DLSS technology for performance, efficiency, and visual fidelity. Specifically for this week's DLSS 5 update, NVIDIA states that the company used a combination of systematic pipeline optimizations and neural model refinements to achieve that 2x performance boost.

Originally in late August, we saw that the leaked DLSS 5 file was roughly a 148 million parameter model. Our analysis turned out to be accurate, and we see that, according to NVIDIA, the DLSS 5 October update shrinks the footprint of this model by another 24% to roughly 118 million parameters, meaning that our original estimation was correct. Consequently, the smaller model scales memory usage almost linearly and cuts VRAM usage by about 20%. Compared to the initial launch in mid-March, when the DLSS 5 was showcased on two GeForce RTX 5090 GPUs, we see that NVIDIA managed to scale the performance by 10x in the span of a couple of months.

AMD Introduces Its Next Ryzen AI Halo Developer Platform With Ryzen AI Max+ PRO 495

Today, AMD is introducing the next AMD Ryzen AI Halo Developer Platform, powered by the AMD Ryzen AI Max+ PRO 495 processor.

With up to 192 GB of unified memory, support for 300-billion-parameter and larger models, and a curated software experience, the new platform gives developers and creators the freedom to build, experiment, and run more AI locally. Choose your models, frameworks, operating system, and workflows, then put them to work on your terms.

Leak Tips NVIDIA RTX Spark-Powered Microsoft Surface Laptop Specs

Following what appears to have been a series of unfortunate events that led to a roadside laptop find resulting in confirmation that Microsoft will be launching a 20-core NVIDIA RTX Spark Surface Laptop, we now appear to have confirmation that Microsoft will also be launching a Surface Laptop Ultra on the other end of the Spark spectrum. According to Windows Central, Microsoft will reveal the full RTX Spark Surface line-up on October 7 at a special event in San Francisco.

Alongside the 20-core variant, the Windows Central report claims that Microsoft will launch a Surface Laptop with NVIDIA's 18-core RTX Spark. It is also claimed that the 18-core SKU will start with 24 GB of unified memory, while the 24-core version will start with 32 GB of memory. There will reportedly be a performance demonstration that shows off how the new Arm SoC delivers the same level of performance on battery life as it does when plugged into the wall.

Steam Gives Devs Even More FPS Data for Performance Optimization

In early 2026, Valve started giving developers more information about the systems playing their games, starting with optional frame rate reporting for games on the Steam Deck and system specifications in user reviews. It now seems to be expanding that program, according to a new blog post on the Steamworks developer news blog. The update expands Steam Deck frame rate data to show player experience.

With the new data, developers who publish on Steam will be able to access frame rate data as a distribution, effectively showing developers what percentage of the game runs at certain frame rates. Valve says that it is starting with the Steam Deck as a known system configuration, which makes the data easier to interpret and gives Steam a basis to start iterating on the sort of data it collects about game performance. The data itself will be anonymized averages and distribution, in conjunction with the previously available Steam Verified feedback.

AMD iGPUs To Get Promising Performance Boost on Linux via PerfOpt Patch

The Linux kernel 7.4 is still a way out, with a late October/early November release anticipated, but it's already showing promising and usability updates for Linux PCs all around, with proper HDMI support with VRR and FreeSync support being just one example. A new patch called PerfOpt (Performance Optimization) is now slated to be merged into kernel 7.4, promising even more performance upgrades for AMD iGPUs.

Per the recent Linux kernel mailing list, PerfOpt "allows privileged integrated I/O devices (GPUs) to bypass the IOMMU when directly accessing system memory. The IOMMU only enforces the IR/IW permission bits without GPA->SPA translations." Effectively, the patch reduces the amount of system overhead for the iGPU, which should result in a performance boost for basically any application that's sensitive to latency or throughput.

Modder Squeezes 74% More Performance Out of DLSS 5 on AMD Radeon in One Day

Modders working on bringing NVIDIA's DLSS 5 Neural Rendering to AMD Radeon GPUs just had their busiest day yet. The developer behind the DLSS-NR-on-AMD tool shipped two new versions within 24 hours, Alpha 0.3.3 and Alpha 0.4.0, together adding roughly 74% performance on Radeon hardware, according to the project's own GitHub release notes. YouTuber Ancient Gameplays tested the update in Cyberpunk 2077 at 3440x1440, and saw framerates climb from around 30 FPS on earlier builds to roughly 50 FPS on Alpha 0.4.0. That's a big jump for a workaround that started out barely playable. The original mod release had poor performance, but it looks like that's being addressed.

The tool works by feeding NVIDIA's own DLSS 5 DLL into Radeon RX 9000 GPUs, and reportedly RX 7000 cards too, intercepting the calls the DLL expects and routing the neural computation onto AMD hardware, since RDNA 4 supports the FP8 math DLSS 5 relies on. Alpha 0.3.3 also added a graphical installer with a built-in settings editor and overlay controls, so getting Neural Rendering running on Radeon apparently no longer means digging through file paths manually. Moreover, just today, the Alpha 0.4.1 update brought another 8% jump in overall performance, and a 9% performance increase under heavy gameplay loads.

Intel PresentMon 2.6.0 Update Slashes CPU Usage, Adds Game Experience Overlay

Intel has released PresentMon 2.6.0, and the headline change is a big reduction in the tool's own CPU overhead. According to Intel, the update lowers CPU usage by up to 78%, achieved by using less aggressive timing for ETW flushing and other background tasks that don't need split-second precision. Diagnostic log flushing has also been adjusted to reduce idle CPU load, which is important since PresentMon runs constantly in the background while capturing frame data. The other big addition is a new Game Experience preset for the overlay. Instead of the usual frame time and FPS readouts, it highlights metrics Intel says correlate more closely with how smooth motion and animation actually look while playing, rather than just raw frame counts.

The update also adds per-metric multi-device selection, so telemetry from more than one GPU can show up in the same overlay, and unavailable metrics now stay visible (dimmed, with an explanation) instead of disappearing from the picker entirely. For anyone doing frame time analysis or benchmarking, this looks like a solid quality-of-life update that improves the usefulness of the tool. The CPU overhead cut alone should make it less likely for PresentMon to skew the very results it's measuring. PresentMon 2.6.0 is free and open source, and it's available through Intel's PresentMon page.

NVIDIA Files Patent for AI Tool to Help Developers Diagnose GPU Performance Issues

NVIDIA has filed a patent for an AI tool that could help developers diagnose and optimize GPU performance issues through a plain-language chat interface. The application, published September 17 and first spotted by Respawn First, describes a system connecting an LLM-based chat agent directly to GPU profiling tools, letting a developer ask about a performance problem and get back custom-generated code that digs through diagnostic data to find the answer. The patent describes separate agents for general GPU questions versus report-specific ones, with a router sorting each query. It's framed as a general GPU optimization tool rather than something built only for games, though the same approach would apply to frametime issues and stutter in PC titles.

In theory, a developer could ask something like why a specific scene is dropping frames, and the chat agent would write and run a script to pull relevant telemetry from a profiler, then use that data to flag bottlenecks and suggest fixes. This could, in theory, help with game optimization. As always, a patent filing is not a product, and companies file plenty that never go anywhere. Still, it's a decent hint at what NVIDIA is planning for the future. The company already ships Project G-Assist, its AI assistant for tuning GeForce RTX systems, and this reads like a developer-facing counterpart of that. Sony has been circling similar territory too, recently patenting a cloud AI system meant to diagnose and automatically write firmware fixes for PlayStation hardware. Both companies seem to be betting on AI to cut down the guesswork in finding what's broken.
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