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Microsoft Improves File Explorer Launch Speed in Windows 11

Microsoft released its optional Windows 11 June update a few days ago, featuring package KB5095093. In this release, Microsoft has finally delivered significant performance improvements to its File Explorer application. One of the biggest complaints from Windows enthusiasts was the slow launch speed and poor performance of File Explorer, which is a core Windows application that reflects the state of operating system development and advancement. The performance had degraded over time to the point where Microsoft even started preloading File Explorer to improve launch speeds. However, the KB5095093 update goes a step further by actually addressing the core issues without relying on background preloading tricks to seemingly boost performance.

For example, the Home tab area has received a structural makeover that changes how files are indexed in the Home tab, resulting in a much faster initial launch. Since the Home tab can display connected cloud storage drives, information from pinned folders, and constantly pulls data from the file system, it was the biggest obstacle in delivering a performant File Explorer application. What is currently an optional update for June 2026 will become part of the mandatory update for July 2026, bringing this performance improvement to every Windows 11 PC.

IO Interactive Has to Cut Jobs After Xbox Pulls Project Funding

It's now been widely reported that Xbox Game Studios is undergoing massive changes, with looming mass layoffs and potential studio closures slated for early July. Now, it seems as though there will also be collateral damage at other studios, as IO Interactive, the studio that recently published the wildly successful James Bond 007: First Light, announced on June 30 that it would be conducting layoffs at the studio. This comes after "a relationship with an external partner on our own IP, Project Fantasy, has come to an end," and although IO Interactive does not name the external partner, a Bloomberg report following the post confirmed that the partner in question was Xbox. According to Bloomberg's Jason Schreier, Xbox was slated to fund and publish the development of the game, but has pulled funding as part of its recent reshuffle, which has led to a number of financial and investment decisions being reconsidered. The full statement from IO Interactive follows.
IO Interactive on XDear gaming community,

For a good while, it has been all positive news from IO Interactive. We remain humbled and honored by the response to our latest outing with a young, unproven Bond. A bold new story and a take on one of the most famous characters in entertainment, which the world has embraced with love.

However, today we have to share some more downbeat news. A relationship with an external partner on our own IP, Project Fantasy, has come to an end. This means we have to adapt to this new reality and its short-term consequences, including staffing decisions, which is what is happening as we write this update, and we are fully committed to supporting those affected through this challenging transition.

Project Fantasy is a game, a world, and an IP that we absolutely love and remain 100% committed to, now and in the future. This wonderful universe will see the light of day.

Xbox To Shutter At Least 5 Studios and Cancel Upcoming "Blade" Game

When it was reported that Xbox Game Studios was planning on restructuring in the face of plummeting revenue, which would predictably lead to mass layoffs and studio closures, it seemed as though a handful of studios were at risk of closure. Now, according to an insider source speaking to The Verge, that number has jumped to at least five game studios, including Arkane Studios, the game studio behind Dishonored and the upcoming Marvel's Blade. Allegedly, even before the rumored studio closures and layoffs, Xbox was unhappy with how slowly Blade was being developed and was weighing its options for the future of the game and its studio.

Microsoft is supposedly using up the time leading up to the planned layoff announcement to seek potential buyers for certain studios, including Arkane Studios, although sources say that Marvel's Blade, currently in development at Arkane, would be cancelled with the studio's closure. As many as 1,000 workers will potentially lose their jobs in the upcoming wave of layoffs at Microsoft's Xbox Gaming. Currently, it seems as though the layoffs will take place on July 6, but Microsoft has yet to confirm anything regarding the layoffs.

NVIDIA GeForce RTX 5050 9 GB Edition Reportedly Cancelled

Earlier this year, we learned that NVIDIA might be planning to introduce a 9 GB edition of the GeForce RTX 5050 graphics card. However, later rumors suggested that the development was paused, and the latest reports claim that the project has been entirely canceled. According to MEGAsizeGPU, the GeForce RTX 5050 9 GB edition has been canceled because NVIDIA is currently relaunching its GeForce RTX 3060 12 GB edition GPU, which would compete with its own revived product. To avoid this overlap, the company has reportedly canceled the RTX 5050 9 GB edition launch. Initially, NVIDIA aimed to introduce this 9 GB version to address memory shortages in the lower-end segment. Instead of using four GDDR6 modules with 2 GB capacity each, NVIDIA planned to switch to three modules of GDDR7 with 3 GB capacity each, reducing the number of memory modules needed for this GPU.

For example, the current RTX 5050 uses 8 GB of 20 Gbps GDDR6 memory on a 128-bit bus, providing 320 GB/s of bandwidth. The 9 GB model was expected to use three modules of GDDR7 memory, each with 3 GB of capacity, resulting in a total of 9 GB across a 96-bit memory bus. While the narrower bus decreases the interface width, the switch to the new 28 Gbps GDDR7 memory would increase total memory bandwidth to 336 GB/s, a roughly 5% improvement, along with a 12.5% boost in VRAM capacity. Earlier leaks also claimed that NVIDIA was using the GB206 as a GPU base, while the older RTX 5050 8 GB with GDDR6 used the GB207 die. However, the core count remained at 2,560 CUDA cores. Since the GeForce RTX 3060 12 GB GPU is already on a path toward revival, launching this GPU wouldn't make sense.

Sony Confirms "Significant" Layoffs at Bungie

Shortly after news broke about the end of Destiny 2's active development, it was revealed that Bungie would likely be conducting mass layoffs of Destiny 2 staff, with no sequel to the massive looter shooter on the cards. Sony has now confirmed in a blog post that the rumored Bungie layoffs are both true and somewhat more widespread than initially expected. It's currently unclear how many staff members will be losing their jobs at Bungie, but it was previously revealed that some of the team that had been working on Destiny 2 before it was shut down were moved to the development of Marathon.

According to the blog post, the Bungie layoffs will affect "a significant number of employees, including most of the Destiny team and some Marathon team members," and there are also some layoffs happening in the Sony Interactive Entertainment teams that support Bungie's operations. The fact that Marathon developers will also be laid off more or less confirms that the new extraction shooter has not performed nearly as well as Sony and Bungie might have hoped, and this may explain Bungie's seemingly frantic changes and updates to Marathon in response to player feedback. Sony says that the layoffs come after it "reviewed the studio's long-term direction, development priorities, resource needs, and role within our broader portfolio strategy," and that it explored other avenues and alternatives before pursuing layoffs.

Former Xbox Staff Cry Foul Over Retaliatory Layoffs

It was recently leaked that Microsoft has "significant" layoffs planned for sometime in July as a result of declining revenue and a shift in the company's gaming strategy. Now, however, a number of former Xbox employees have warned current staff of the potential for retaliation in the upcoming wave of layoffs, according to a recent report by Game Developer. This isn't the first time allegations of unfair treatment have surfaced following layoffs or firings at Xbox, with former Halo Studios art director, Glenn Israel, accusing the gaming giant of harassment and retaliation. Four former Xbox staff members spoke to media, alleging that they were victims of retaliation when they stood up against alleged toxic behavior and were subsequently laid off in a wave of layoffs.

One former employee at an Xbox subsidiary says that they were laid off after they served as a witness in an investigation of a case of verbal abuse by an executive. Following the HR investigation, the executive sought to identify the former staff member during a round of layoffs. Another staff member reported being placed on a performance improvement plan in retaliation for "disrespecting" them, with a threat to accept the PIP or leave the company voluntarily. Another former Xbox employee alleges that an executive at a subsidiary studio retaliated against an employee after she filed an ADA accommodation request for a disability. According to the report, Xbox has not yet responded to these allegations, but Israel, who has spoken publicly about his alleged mistreatment at Xbox, has advised current Xbox staff members who have previously filed reports against higher-ups to record and document evidence and communications and proactively inform HR representatives that redundancy could be considered retaliatory, given the circumstances.

EA Exec Says 'AI Everything' Helps Creativity, Workflows and Pipelines

In October 2025, we reported on insider commentary by EA developers who claimed that AI tools had hampered productivity, despite the company having all but mandated the tech for over a year at that point. A survey conducted by Skillsearch in April found that developers thought AI hurt creativity in games. Now, speaking at a recent Game Business Live event, EA's president of enterprise development, Laura Miele, touched on AI tools and their impact on the output at EA, seemingly rebutting the aforementioned claims by developers working at the gaming giant. EA has been using AI for everything from coding to concept art, and even managerial work.

When addressing a question about whether AI tools could lead to shorter game development timelines, Miele said that "perhaps in some parts they will," going on to express that she is excited about the tech, given what she has seen of it. She explains that she's "always wanted to help our studio developers remove friction," and "wanted to be a hero to them." According to her, AI tools have removed "friction from our pipelines and our tools and our workflows," and led to quicker prototyping, "faster creativity, and shorter, faster conversations around creativity and coming to alignment." She attributes this accelerated workflow to a removal of "tedium" from the jobs of artists and developers.

Lords of the Fallen 2 Delayed to 2027 To Avoid "Highly Competitive Holiday Period"

Lords of the Fallen 2 (stylized as Lords of the Fallen II) is an upcoming indie dark fantasy RPG with Souls-like combat that was originally slated to launch in fall 2026. According to a new update by CI Games founder, Marek Tyminski on X, Lords of the Fallen II has been moved to Q1 2027. There is still no fixed launch date, however, and Tyminski has provided some insights as to why the launch window was moved, and, surprisingly, it isn't entirely because of GTA VI, although that is certainly part of the reason for the change.

According to the executive, the delay "strategically positions Lords of the Fallen II outside of a highly competitive holiday period," allowing the game to avoid a number of highly anticipated launches coming towards the end of 2026—not the least of which is Grand Theft Auto VI, whose launch has already resulted in countless game launches being moved in order to not be overshadowed by Rockstar's latest outing. Tyminski adds, however, that the development team will use the additional months before launch in order to "further refine and strengthen the overall experience." Supposedly, this will allow the studio to add more polish to the experience and deliver a "worthy successor to the Lords of the Fallen franchise."

Steam Deck 2 "Getting There" But Efficiency Remains an Issue

So far, every time Valve has spoken about the possibility of a Steam Deck 2, it has said that it is waiting for a true generational leap in performance, and that that has not yet happened. Following the launch of the Steam Machine, Valve engineer, Pierre Loup-Griffais, commented on the Steam Deck 2 in an interview with IGN, revealing, seemingly for the first time, that things are moving in the right direction for the Steam Deck 2, even if they're not quite there yet. According to the developer, the current crop of mobile CPUs are beginning to show promise in terms of performance, but efficiency is now becoming a bigger problem.

"I'd say we're closer than we were the last time we talked. We're definitely getting there," said Griffais, going on to explain that "I would say that the new chips that are coming out are still in power envelopes that are not quite the right segment that you'd want for a true handheld experience." Going a little deeper into it, he said that "I think a lot of them are more low-end laptop chips or playing in that sort of form factor that are then repurposed for handhelds and maybe not leading to, I guess the trade-off that we would've chosen in terms of power and better life and that and all that."

PlayStation Exec Says PC Game Ports Not Ruled Out, Insider Rumors Argue There Is No Ambiguity

There has been much commotion when it comes to console vs. PC game release strategies from both Sony's PlayStation and Microsoft Xbox Game Studios, with recent commentary by PlayStation CEO, Hideaki Nishino, to Famitsu magazine expanding on previous rumors of PlayStation all but moving away from PC ports for its single-player games. According to the Nishino, the release platforms of PlayStation games will be determined by the characteristics of the game, and games will only be released on PC if the platform can "maximize" the gaming experience of the game. He went on to explain that this effectively boils down to the same thing being repeated by prior rumors: live-service multiplayer games will release to PC, while single-player narrative experiences will be kept on PlayStation in order to deliver value on the platform, however, the CEO did not exclusively rule out PC ports.

Commentary by Bloomberg games journalist, Jason Schreier, on the ResetEra forums, however, argues that the line is much more black and white than that, with the reporter stating that two sources told him that a town hall meeting two weeks ago saw Hermen Hulst, CEO of Sony Interactive Entertainment, confirm that single-player narrative games will be PlayStation exclusive, with the console maker wanting to "keep their IP aligned to their own platform." The justification for the return to PS-exclusives was that first-party PlayStation games just haven't made enough money as PC ports to justify the work, which is much the same as what was hinted at in previous rumors, as well. As for multi-player games, Sony wants to reach as wide an audience as possible, since those games depend on having a large player-base, so having as many players as possible enhances the gameplay for all platforms.

Palworld Lead Speaks Out Against Gen AI in Games: Artists "Like Doing Stuff Themselves"

There have already been several strong reactions from developers to generative AI in video games and their development—and many large studios advocating for the new tech—and Pocketpair, the developer behind Palworld, has once again clarified its stance on generative AI in a new interview with GamesRadar+ after the studio had to previously defend Palworld against accusations of AI.

In the interview, John Buckley, Pocketpair's publishing and communications head, once again reiterated that the studio behind the ever-expanding Palworld universe does not use generative AI and has no plans to adopt the tech in the future. He commented that "Gamers don't want it, and if the gamers don't want it, I guess that's it, right? Not much of a conversation to be had." He goes on to acknowledge that there are many big game developers using AI to save time on their projects, but that Pocketpair has a large team of in-house artists who "like doing stuff themselves," and that it "seems pointless" to replace them in favor of AI art.

Vampire Survivors Dev Re-Evaluates Fortnite Collaboration After Epic Games AI Push

Following Epic Games's recent announcement of a slew of new generative AI features coming to Unreal Engine 5.8 and the upcoming Unreal Engine 6, as well as its video demonstrating how it uses AI in daily game development and asset creation, the developer of Vampire Survivors, Poncle, announced in a comment on Reddit that it was reviewing its Fortnite x Vampire Survivors collaboration. Details about the collaboration had not been revealed, but Epic Games mentioned Vampire Survivors as a headline collaboration in its Unreal Fest on June 17. At the time of writing, it's unclear what action Poncle will take regarding the Vampire Survivors x Fortnite collaboration, but it seems as though there is a growing divide in the gaming industry, specifically between developers and studios open to using generative AI and those who oppose it. While Poncle has not explicitly stated its reasons for concerns over generative AI, common concerns range from IP an art direction issues to environmental concerns and even more esoteric issues surrounding the validity of AI art.
Poncle Official on RedditFollowing today's news about gen AI usage by Epic to create all sort of game assets, including Fortnite characters, we're currently "reviewing" our collaboration with Fortnite. We'll let you know if anything moves forward.

Witchfire Releases Revelations, Its Last Major Update Before 1.0

Witchfire, the single-player, dark fantasy RPG shooter from The Astronauts, has released Revelations, a major update introducing a wealth of new content, localization for 15 languages, and a dialogue system. Players can now engage in multithreaded conversations with Fallen Preyers, making pivotal choices that impact both gameplay and story. This system establishes the narrative baseline for the game's upcoming 1.0 release, providing fleshed-out storylines that unveil the tragic history of the Preyers.

Revelations introduces the Marshland, a hostile wetland map crawling with new abominations. This grim region hides the secrets of the Cathedral of Saint Aurelian, shedding light on historical Vatican failures and the mystery of a forgotten Fallen Preyer.

Unreal Engine 5.8 Paves Way for Better Optimization in UE6

Unreal Engine 5.8 has just been announced by Epic Games as the last major update to Unreal Engine 5 before the launch of Unreal Engine 6. While there are a number of changes present in UE 5.8, including streamlined texturing and landscape creation, and sandboxes for isolated experimentation, to name but a few, two new headline features are coming to the real-time rendering pipeline with UE 5.8. The first is Lumen Lite, a new version of Lumen dynamic global illumination specifically designed to offer as many of the features and as much of the artistic quality as full-scale Lumen with much lower GPU compute costs. According to the update notes, Lumen Lite can be as much as twice as fast as Lumen High Quality, and it is lightweight enough to run on the Nintendo Switch 2 at 60 FPS.

The other new tool available to developers is MegaLights, which is now production-ready and allows artists and developers to place dynamic and shadowed area lights into scenes to improve quality and reduce noise. Epic cites a performance target of 60 FPS on current consoles and has included dedicated debugging tools to make game optimization easier with MegaLights. Unreal Engine 5 has been the scapegoat of many complaints by PC gamers about poor game performance—even if there are examples of visually striking games built on UE5 that are well optimized—and Lumen global illumination is one of the features that tends to take at least some of that blame. Both of the new features are supported on PC, along with many of the other new rendering tools, like Fog Screen Space Scattering, which improves volumetric fog and dust rendering, and a new toon shader for stylized games.

Destiny 2 Soars to 2-Year High Despite Uncertainty

By now, the whole gaming industry has more or less mourned the loss of Destiny 2 in some way or another, with the game receiving its final content update on June 9 and mass layoffs expected at Bungie in the coming weeks. Destiny fans, however, seem to have not received the message or simply not cared. Following the Monument of Triumph content update, Destiny 2's performance has skyrocketed, both in terms of finances and player retention. It's hardly surprising to see Destiny still have a loyal fan base, given the recent outcry from Destiny fans for a Destiny 3 from Sony and Bungie.

According to SteamDB, Destiny 2 reached a two-year-high peak concurrent player count, at 167,867 concurrent players on the day of the update's release. While that's impressive enough on its own, Destiny 2 has also floated to the top ranks of the Steam Top Seller chart, which ranks games based on financial performance. Simultaneously, Destiny 2 climbed to third place in the Top Sellers chart for week 25 of 2026 (June 9-16), falling just short of the evergreen Counter-Strike 2 and the hot new Mecca Chameleon. While Bungie has so far decided to keep Destiny 2 online, the next step with these sorts of sunsetting operations is to shut down game servers, making the game unplayable.

New Hellblade Project Was Bait for Potential Ninja Theory Buyers

We recently reported that Xbox Game Studios is apparently looking to shutter or sell off a handful of its in-house game studios, with Ninja Theory, the studio behind the Hellblade/Senua game franchise being one of the impacted studios. With the news of the potential shuttering, there were questions about the Ninja Theory's new Senua game, which was revealed at an Xbox Showcase less than two weeks ahead of the studio closure rumors.

Ostensibly, the new Senua game was meant to be a sequel to Hellblade 2, but according to a recent report by The Game File, Xbox Game Studios already knew about the split with Ninja Theory ahead of the game's reveal in early June 2026. The prevailing theory behind the strategy to continue with the unveiling of Senua is that it would attract buyers when it was eventually revealed that Ninja Theory was being sold off, theoretically increasing the value of the company to a potential buyer, thereby allowing Xbox to recoup its investment in the studio, and making a buyout quicker. When reports surfaced about the upcoming closure or sale of Ninja Theory, it was revealed that the studio received word of its fate on Monday, June 15, 2026, and it is unclear if the machinations behind the Senua announcement were Microsoft's doing or if the leadership at Ninja Theory were also involved.

Xbox Exec Rebuffs Console Exclusive Backtrack Rumors

It was recently revealed by Xbox CEO, Asha Sharma, after many rumors and hints that it would be going in that direction, that Xbox would be reinvesting in exclusives going forward. However, there have been alleged insider reports and some skepticism from the community, who have been vocal about the need for Xbox console exclusives, that this move by Xbox was simply an appeal to that vocal player base. However, in response to a recent post on X by Jez Cordon, Xbox Chief Strategy Officer, Matthew Ball, has shot down those claims, stating that there is no plan to backtrack on currently planned Xbox exclusives, and that there are other exclusives in the works. Ball's full statement reads:
Matthew BallThese rumors are false. Gears of War: E-Day and Clockwork Revolution will stay exclusive. There are no conversations and have been no conversations to "reverse course." And as we said last week, players can continue to expect signature exclusives from us every year.

Xbox Gaming CSO Pitches Ads in Games as "Affordable Alternative"

We recently reported that Xbox seems to be having some troubles, with significant layoffs and a 100-day plan on the cards to bring the ship around. Some of Microsoft's issues include plummeting revenue, an affordability crisis, and low adoption rates. According to Xbox Gaming's Chief Stragety Officer, Matthew Ball, ad-supported tiers may be one potential tool to help improve things at Xbox. In an interview with The Game Business, Ball addresses the rising costs of gaming, saying that "the costs have gone up way too high on development, and at the same point, everyone feels terrible with prices going up on hardware or software or microtransactions. That is a challenge. It's not good if that is the only option." He goes on to compare it to streaming, noting that the vast majority of new streaming subscriptions in recent years have been on supported subscription tiers. The comparison to ad-supported streaming services suggests Ball is mostly talking about services like Xbox Game Pass, where there have been rumors of ad-supported tiers, or potentially even steeper subsidies for console hardware—an area Xbox is leaning into more and more since Asha Sharma took over as CEO in early 2026.

Despite his enthusiasm about the idea of ad-supported gaming experiences, Ball notes that he "has nothing to report on Microsoft's plans" regarding ad-supported gaming experiences. He is also careful to note that if such a strategy is adopted by Xbox, it would need to be in a way that doesn't interrupt gameplay. He went on to note that "The question is not 'Can we cram ads in everything?' The question is, 'Are there opportunities that allow the people who can't afford, or wouldn't try, to have an onboard to our properties and franchises?'" Following the interview, Ball posted on X to clarify what he meant in the interview, stating that "ads should be used to offer more affordable alternatives alongside today's ad-free experiences, in the hopes more could play as a result. Similar to how Netflix and Disney+ have ad-tiers with all the same content, but at half the price or so," and that "I personally believe interrupting gameplay experience would be bad." The apparent implication here is that any ads would be in places like loading screens, pause menus, and console home pages—parts of the Xbox experience that aren't in-game.

Ubisoft Lays Off Hundreds of Staff Across Multiple Studios

It's no secret that Ubisoft has had a rough time of things of late, with the gaming giant announcing sweeping changes to its structure in early 2026, followed by layoffs a few short months ago. Now, it seems as though Ubisoft is conducting even more layoffs, with the layoffs this time resulting in several studio closures as well. According to Insider Gaming, insider sources at Ubisoft have confirmed that as many as 380 workers have been laid off.

The studios most affected were Ubisoft Winnipeg, where 65 employees were laid off, and the studio was closed, and Ubisoft Belgrade, which suffered the same fate after around 100 employees were laid off. 51 employees lost their jobs at Ubisoft Barcelona, and an undisclosed number of staff were laid off at Ubisoft San Francisco. Meanwhile, 120 employees were "ramped off," or removed, from Rainbow Six Siege at Ubisoft Montreal, with Ubisoft explaining in a statement that "it is normal practice to adjust team size and resource allocation based on evolving priorities and operational needs." Ubisoft announced the layoffs internally via a memo, which was leaked to the press ahead of schedule and before some of the staff had even learned of the redundancies. The original statement follows.

Corsair Collaborates With OBT and ElmorLabs on Benchlab 2 System Monitoring Platform

Benchlab is a real-time telemetry hardware project originally built by ElmorLabs and Open Benchtable with the goal of making PC system monitoring and fine-tuning easier and more precise. The latest development in the Benchlab story comes by way of the Corsair booth at Computex, where the TechPowerUp news team got a glimpse of the new Benchlab 2 hardware platform, which was built in collaboration with Corsair. Benchlab 2 brings improved telemetry, a new six-layer PCB design for more reliable power delivery, new sensors and 12VHPWR safety features, and built-in support for the Corsair Frame chassis, among others. This will be the first time that the Benchlab monitoring board is supported in a case other than an open-air test bed.

A recent post on the Benchlab blog explains that Benchlab 2 will get integration with Corsair iCUE software, replete with a dedicated widget for devices like the Xeneon Edge monitor and new Vanguard keyboards. NVIDIA GPU owners nervous about the health of their 12VHPWR cables will also be glad to know that Benchlab 2 also now includes per-pin monitoring of two of the problematic power connectors per build as well as a built-in buzzer to alert users to any potential issues with their 12VHPWR connectors. Benchlab 2 also supports two SSDs, a 5 v standby power switch, physical power on and reset buttons, and front panel header connectors. The Benchlab 2 is slated to launch in late 2026, although an exact date has not yet been fixed.

Microsoft Introduces New Surface RTX Spark Dev Box for Developers

Software developers are some of the most ambitious makers we serve. They push devices harder, ask more of their tools and expect their environment to help define the pace of modern software creation. Development today means longer running jobs, larger models and a growing need to prototype and iterate locally rather than paying for every cloud call. That is why we embarked on a project to build two new Surface devices designed specifically for the needs of these makers.

Earlier this week, we introduced Surface Laptop Ultra, a high-performance laptop built for developers, creators and technical professionals who need serious performance wherever they work. Today at Microsoft Build, we are introducing Surface RTX Spark Dev Box, a compact developer PC engineered with NVIDIA RTX Spark superchip and built on the Windows developer platform, designed for local-first AI development. Surface RTX Spark Dev Box is for developers who want to prototype, fine-tune and run capable models on their desk, and reach for the cloud when the work calls for it. Together, Surface Laptop Ultra and Surface RTX Spark Dev Box represent the next step for Surface: purpose-built devices for the people building what's next.

CEA-Leti Presents Die-to-Wafer Hybrid Bonding at 1 μm Pitch

CEA-Leti today announced a major milestone in the evolution of 3D integration for high-performance computing (HPC), advanced smart-vision systems and artificial intelligence (AI), demonstrating a functional test vehicle utilizing die-to-wafer (D2W) hybrid bonding with pitches down to 1 μm. The findings were presented at the Electronic Components and Technology Conference (ECTC) 2026.

As Moore's Law reaches physical limits, the semiconductor industry is increasingly relying on 3D stacking to enhance performance and energy efficiency. This D2W technology addresses a critical bottleneck in AI accelerator design: interconnect density and bandwidth. By vertically stacking device layers with ultra-fine pitches, the technology shortens interconnect paths, significantly increasing data transfer speeds while reducing power consumption.

Destiny Fans Rally Behind Calls for Destiny 3

Following the announcement of the end of Destiny 2's development in May, it was revealed in leaks that no Destiny 2 sequel has been green-lit, despite multiple pitches from Bungie staff, with most of Destiny 2's development team apparently either slated for layoffs following the June 9 decommissioning of the game. In response to the recent reports, Destiny fans have banded together behind a Change.org petition urging Sony Interactive Entertainment, Bungie's parent company, to develop Destiny 3.

At the time of writing, the Destiny 3 petition has garnered 317,500 signatures, with the petition's creators stating that "The desire for new adventures, fresh storylines, and innovative gameplay features is palpable among players everywhere." It's not just gamers who have expressed their disappointment in the end of Destiny 2's development, with Rebecca Ford, creative director of Warframe, a game often compared to Destiny, commenting that Destiny was, to her "the only lasting pillar I had to look up to," when it comes to the development of Warframe. Notably, barely six months before the announcement of Destiny 2's end of service, there were rumors kicking about that Destiny 3 was already in early development.

LG Innotek Showcases Next-Generation Semiconductor Substrate Technologies at ECTC

LG Innotek (CEO Moon Hyuksoo) announced on May 27 that it will participate in the 2026 Electronic Components and Technology Conference (ECTC) to showcase its next-generation semiconductor package substrate technologies to global semiconductor companies. Now in its 76th year, ECTC is the world's largest international conference on semiconductor packaging technologies, organized by the Institute of Electrical and Electronics Engineers (IEEE) in the United States. This year's event will be held over four days from May 26 to 29 (local time) in Orlando, Florida.

It will bring together around 2,000 industry professionals from 20 countries and 135 leading global semiconductor companies, including Intel, Amkor, ASE, and IBM, to share the latest trends in semiconductor packaging technologies.

Alan Wake and Control Underperformed, Says New Remedy CEO—Studio Will Apply Learnings from FBC: Firebreak to Resonant

Despite greenlighting Control: Resonant as the game's sequel, apparently Control and Alan Wake didn't quite meet the studio's sales expectations, according to the new Remedy CEO, Jean-Charles Gaudechon, who commented on sales in a recent interview with The Game Business. Speaking on the upcoming sequel to Control, Guadechon explained that "as franchises, Control, Alan Wake, etcetera, could give a lot more. There's a vision on thinking bigger for some of these IPs, which need to find its audience much, much further than the current audience. It's super exciting" he goes on to say that "It's a pity, I think Alan Wake should have sold more. Control should have sold more." Guadechon suggested that the strategy for Control and Alan Wake would see the studio focus on building the community around the games and establishing them as franchises. Part of that growth will see the studios push for "cross-media" marketing and publication, which is already coming to fruition with both an Alan Wake and Control movie in the pipeline.

Guadechon touched on self-publishing, saying that "no-one can really talk about our games as well as us, especially as Remedy makes pretty unique and special games." He goes on to explain that self-publishing will allow Remedy to have a more unique voice on the publishing front, that will match the tone of the games themselves. This suggests that the marketing material for Control: Resonant will be more unorthodox leading up to the game's launch. Guadechon also addressed FBC: Firebreak, the failed shooter that Remedy launched in June 2025. According to the CEO, Remedy has learned a lot about the self-publishing process and about aspects like "how you position a game, how you manage a community, et cetera." When asked about AI, Guadechon effectively said that Remedy is approaching the topic cautiously and "not embracing AI clearly." Instead, the studio is allowing the use of generative AI for early development and prototyping, because Remedy has "always been an R&D studio," that dabbles with tech stuff. Notably, this is quite different from the AI push currently going on at other large studios, like EA, where Guadechon previously served.
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