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Read about the latest Gaming news and announcements. The official blog of Activision, publishers of Call of Duty, Sekiro, Crash Bandicoot, Skylanders, and more.

Counter-Strike 2's new reload system could upend the entire game

For decades now, Counter-Strike players have gotten used to tapping the reload button whenever they have a spare, safe moment. Yesterday evening, though, Valve announced that it had decided this system needed "higher stakes," overhauling Counter-Strike 2's reload mechanic in a way that could disrupt years of muscle memory for millions of players.

Until now, reloading in CS2 has meant dumping the remainder of your current clip "back into an essentially endless reserve supply," Valve wrote in the game's latest update announcement. From now on, hitting the reload button will instead make players "drop the used magazine and discard all of its remaining ammo. Instead of 'topping off' your weapon with a few bullets, a new full magazine will be taken from the reserves whenever you reload."

While most weapons will now come with three full clips of reserve ammo, Valve wrote that "some weapons will have less to reward efficiency and precision, or more to encourage spamming through walls and smokes." Counter-Strike specialist Thour did the math on the changes and found that 7 weapons gained ammo, 16 lost ammo, and 12 saw their total ammo remain unchanged under this new system. Shotguns seem to have seen the biggest upgrades, while strategies that rely on "pistol spam" might have to be rethought from now on.

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Gamers react with overwhelming disgust to DLSS 5's generative AI glow-ups

Since deep-learning super-sampling (DLSS) launch on 2018's RTX 2080 cards, gamers have been generally bullish on the technology as a way to effectively use machine learning upscaling techniques to increase resolutions or juice frame rates in games. With yesterday's tease of the upcoming DLSS 5, though, Nvidia has crossed a line from mere upscaling into complete lighting and texture overhauls influenced by "generative AI." The result is a bland, uncanny gloss that has received an instant and overwhelmingly negative reaction from large swaths of gamers and the industry at large.

While previous DLSS releases rendered upscaled frames or created entirely new ones to smooth out gaps, Nvidia calls DLSS 5—which it plans to launch in Autumn—"a real-time neural rendering model" that can "deliver a new level of photoreal computer graphics previously only achieved in Hollywood visual effects." Nvidia CEO Jensen Huang said explicitly that the technology melds "generative AI" with "handcrafted rendering" for "a dramatic leap in visual realism while preserving the control artists need for creative expression."

Unlike existing generative video models, which Nvidia notes are "difficult to precisely control and often lack predictability," DLSS 5 uses a game's internal color and motion vectors "to infuse the scene with photoreal lighting and materials that are anchored to source 3D content and consistent from frame to frame." That underlying game data helps the system "understand complex scene semantics such as characters, hair, fabric and translucent skin, along with environmental lighting conditions like front-lit, back-lit or overcast," the company says.

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Switch 2's new "Handheld Mode Boost" can run original Switch games at 1080p

The Nintendo Switch 2's backward-compatibility with Switch games is generally pretty good, and a few games have gotten patches from their developers to allow them to take advantage of the higher resolutions the console supports, among other features.

For unpatched Switch games running on the Switch 2 while it's docked, there should generally be no loss of quality compared to playing the same game on the Switch—the game will run at 1080p on both consoles and should generally run about the same as long as there aren't other compatibility problems. But games running on the Switch 2 in handheld mode can actually look worse than they do on the original Switch, mainly because they'll still run at the original Switch's native 720p resolution, which then has to be stretched out to fit the Switch 2's 1080p display.

A new Switch 2 system update released yesterday (as reported by NintendoLife) has introduced a partial solution for this specific problem. Version 22.0.0 of the Switch's software includes an optional feature called "Handheld Mode Boost," which can be enabled by opening the console's settings, then System settings, and scrolling down to "Nintendo Switch Software Handling." This setting will attempt to run original Switch games using the same settings they would use while docked, even while the console is in handheld mode—this usually means a step up to the Switch 2's native 1080p resolution, along with other graphical upgrades.

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New "vibe coded" AI translation tool splits the video game preservation community

Since Vince Karpathy coined the term "vibe coding" just over a year ago, we've seen a rapid increase in both the capabilities and popularity of using AI models to throw together quick programming projects with less human time and effort than ever before. One such vibe-coded project, Gaming Alexandria Researcher, launched over the weekend as what coder Dustin Hubbard called an effort to help organize the hundreds of scanned Japanese gaming magazines he's helped maintain at clearinghouse Gaming Alexandria over the years, alongside machine translations of their OCR text.

A day after that project went public, though, Hubbard was issuing an apology to many members of the Gaming Alexandria community who loudly objected to the use of Patreon funds for an error-prone AI-powered translation effort. The hubbub highlights just how controversial AI tools remain for many online communities, even as many see them as ways to maximize limited funds and man-hours.

"I sincerely apologize," Hubbard wrote in his apology post. "My entire preservation philosophy has been to get people access to things we've never had access to before. I felt this project was a good step towards that, but I should have taken more into consideration the issues with AI."

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Slay the Spire 2 is a bit too familiar for its own good

Do you remember the joyful satisfaction you felt when you really started to understand Slay the Spire?

This isn’t a totally rhetorical question. If you’re reading this piece about Slay the Spire 2—published roughly a week into what promises to be a lengthy Early Access period—I have to assume you’ve put in dozens, if not hundreds (or thousands?) of hours with the original Slay the Spire. At this point, the game probably feels less like a game and more like a comfortable old pair of sneakers. You probably have a favorite character, a preferred set of card synergies to focus on building for that character, and a set of alternative strategies to aim for when the vagaries of chance make that preferred strategy impossible. The game’s plentiful randomization makes each run feel a bit different, but the contours of those runs start to feel a little common to anyone who has tinkered with the game for years.

But think back, if you can, to when Slay the Spire was an exciting new challenge. Remember those first few runs, when you were still deep in the trial-and-error phase of your Slay the Spire journey. You still had to read each new card carefully as it appeared, developing potential strategies on the fly and weighing key deckbuilding and power-building decisions for minutes at a time to maximize your chance of survival. Sure, you failed a lot. But you got a little more confident each time, and a little farther every few sessions, and just a little more knowledgeable about and immersed in the game’s intricate, well-balanced systems.

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Microsoft is working to eliminate PC gaming's "compiling shaders" wait times

Modern gamers are used to loading up a new game for the first time and being forced to wait multiple minutes while a "compiling shaders" step whirs away, optimizing advanced 3D effects for their specific hardware. This week at GDC, Microsoft provided some updates about its Advanced Shader Deliver for Windows efforts, which are designed to fix the problem by generating collections of precompiled shaders that can be downloaded ahead of time.

In a console environment, developers can optimize and precompile their graphics shaders to work well with a set driver and GPU environment. On PC, though, developers tend to leave their shaders as uncompiled code that can then be compiled and cached at runtime based on the specific hardware and drivers on the player's machine.

Microsoft's Advanced Shader Delivery infrastructure aims to fix this problem by automating the process of precompiling shaders that work across "a large matrix of drivers and GPUs in the Windows ecosystem," as the company puts it. To enable that, developers use Microsoft's Direct3D API to create a State Object Database (SODB) that represents in-game assets at the game engine level. That database of assets is then fed into multiple shader compilers to create a Precompiled Shader Database (PSDB) that supports multiple display adapters from different hardware vendors.

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Valve compares its loot boxes to Labubus in lawsuit defense

Last month, the New York Attorney General (NYAG) brought a lawsuit against Valve accusing the company of promoting "illegal gambling" through its randomized in-game loot boxes. On Wednesday, Valve issued its first public comment on the case, comparing its digital loot boxes to randomized real-world purchases like blind-bagged toys or packs of trading cards.

"Generations have grown up opening baseball card packs and blind boxes and bags, and then trading and selling the items they receive," Valve wrote. "On the physical side, popular products used in this way include baseball cards, Pokemon, Magic the Gathering, and Labubu."

Though that may seem like an apt comparison on the surface, Valve's loot boxes differ from these real-world examples in large part because of Valve's control of the Steam Marketplace, which serves as the only legitimate way to exchange or resell those items. While owners of real-world items are free to trade or sell them however they want, Valve has cracked down on many third-party sites that enable the exchange of in-game items—especially when those items are used as glorified chips for gambling games.

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Remembering the 30-year-old computer game that introduced me to Star Wars

I grew up in a Star Trek household, not a Star Wars one. More to the point, I wasn't even allowed to watch Star Wars when I was a kid, so I didn't see the original trilogy until I was nearly an adult—about 17 years old, as I recall.

For my then-fundamentalist Christian family, the so-called "Eastern mysticism" of Star Wars was a bridge too far, something that could apparently corrupt my impressionable young Evangelical mind irreversibly. Star Trek was OK, though, because my parents didn't feel it condoned witchcraft, or what have you, and they liked the original series from when they were younger.

Because of all that, my first true immersion in the Star Wars universe wasn't the movies. It was the video games, and one in particular—Star Wars: Shadows of the Empire, which you can nab on GOG.

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Google Play Games for PC is getting more premium titles and cross-buy with Android

Google has been tinkering with porting its Play Games platform to Windows for several years, but it started getting serious about it last year. Now, with the 2026 Game Developer Conference underway, Google has announced a new batch of updates for its desktop gaming efforts. The company promises its store will have more Windows titles, make those games easier to find, and help bring Android experiences to PCs (and vice versa).

Windows will be presented as a core part of the Google Play platform with these updates. The mobile and web Play Store will soon have a Windows tab, which will highlight content that is optimized for desktop gaming. The store will direct you to install the Windows client to play these titles on a computer, but you can also wishlist them from any platform. When you do that, developers will be able to push notifications of sales that could entice people to buy something. This will only be available on mobile at first, but it will come to PC later.

Finding something worth playing in Google Play on a PC has been a challenge, but Google says it's working on that. The company promises a slate of premium games are coming to the Google Platform. Sledding Game, 9 Kings, Potion Craft, and Moonlight Peaks will launch in Google Play this year, and Low Budget Repairs will come in 2027. If you're unsure about dropping money on a game up front, Google plans to offer trials for select games. It will start with select games like Dredge and only on Android, but Google will make the trial option available to more developers and Windows down the line.

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Windows 11's Steam Deck-ish, streamlined Xbox gaming UI comes to all PCs in April

When Asus and Microsoft launched the ROG Xbox Ally X last summer, it came with a bespoke controller-driven full-screen interface running on top of Windows 11. The handheld was still running Windows under the hood, and you could bring up the typical Windows desktop any time, but it defaulted to the full-screen gaming UI.

Then called either the "Xbox Experience for Handheld" or the "Xbox Full-Screen Experience (FSE)" depending on who you asked and when, Microsoft said it would be available on all Windows PCs at some point in 2026. That point has apparently arrived: Microsoft announced this week at the Game Developers Conference that other Windows 11 PCs "in select markets" would be getting what's now being called "Xbox mode" starting in April.

Under the hood, a PC running in Xbox mode is still running regular-old Windows, with the same capabilities as any other PC. But there are system services and UI elements (like the standard Start menu and taskbar) that don't launch when the system is in Xbox mode, something Microsoft claims can save a gigabyte or two of RAM while also allowing systems to use less energy. Users can return to Windows' traditional desktop mode whenever they want, though.

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Don't worry, Valve still plans to launch the Steam Machine "this year"

Valve quickly reconfirmed that it plans to ship the Steam Machine and other recently announced hardware products "this year," after an official blog post late last week set off some worried speculation about possible delays.

While Steam's 2025 Year in Review mainly focused on new Steam tools and features released last year, the introductory section focused on the company's previously announced upcoming hardware plans. However, when that Year in Review post was first published Friday afternoon, it included a surprisingly vague line saying "we hope to ship in 2026, but as we shared recently, memory and storage shortages have created challenges for us." (Emphasis added.)

As stray chatter about that stray line started to filter through message boards and comment threads, Valve quickly issued a clarification. By late Friday, the blog post had been updated to note that, despite the global supply chain challenges, "we will be shipping all three products this year. More updates will be shared as we finalize our plans." (Emphasis added.)

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“It doesn't feel safe”—Many international game developers plan to skip GDC in US

This week, tens of thousands of game developers and producers will once again gather in San Francisco, as they have since 1988, for the weeklong Game Developers Conference. But this year’s show will be missing many international developers who say they no longer feel comfortable traveling to the United States to attend, no matter how relevant the show is to their work and careers.

Dozens of those developers who spoke to Ars in recent months say they’re wary of traveling to a country that has shown a callous disregard for—or outright hostility toward—the safety of international travelers. That’s especially true for developers from various minority groups, those with transgender identities, and those who feel they could be targeted for outspoken political beliefs.

“I honestly don't know anyone who is not from the US who is planning on going to the next GDC,” Godot Foundation Executive Director Emilio Coppola, who’s based in Spain, told Ars. “We never felt super safe, but now we are not willing to risk it.”

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Which of these two arcades is the "world largest"—and does it matter?

In New Hampshire, just off the western shore of the vacation destination Lake Winnipesaukee, there's a town called Laconia. With a population somewhere south of 17,000, it's barely a blip on a map—except on Bike Week, when around 300,000 motorcyclists swarm the place. On the other, quieter weeks of the year, Laconia is best known as the unlikely home of Funspot, the world's largest arcade.

Meanwhile, in Brookfield, Illinois, about 45 minutes west of Chicago and the shores of Lake Michigan, you'll find Galloping Ghost Arcade, a sprawling suburban palace with a nondescript exterior hiding a mind-blowing collection. With over 1,000 arcade cabinets (plus a further 46 pinball machines), Galloping Ghost is the world's largest arcade.

Yes, there are two arcades in the US labeled as the world's largest, and while that may seem a bit paradoxical, a visit to both proves that while only one can be the biggest, both are the greatest.

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MS exec: Microsoft's next console will play "Xbox and PC games"

Last summer, we here at Ars made the argument that the company's next Xbox console should give up the walled garden approach and just run Windows already. Now, newly named Microsoft Executive Vice President for Gaming Asha Sharma has strongly hinted that this is indeed the direction Microsoft is going, saying its next-generation console will "play your Xbox and PC games."

In a social media post Thursday afternoon, Sharma said that "our commitment to the return of Xbox" would include a new console codenamed Project Helix that "will lead in performance and play your Xbox and PC games." Sharma said she would be discussing that commitment and that console itself with developers and partners at her first Game Developers Conference next week.

Sharma's statement leaves a little wiggle room for Project Helix to be something other than a full-fledged Windows-based living room gaming box. The coming console's access to PC games could be limited to Microsoft's existing streaming solution via PC Game Pass, for instance, or to games designed for Microsoft's own Xbox-branded PC SDK and the PC Xbox app.

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After a rocky six years, Sony cancels future single-player PC game releases

Sony no longer plans to bring current and future single-player games to personal computers, according to Bloomberg. The report specifically names last year's Ghost of Yotei and the soon-to-be-released Returnal successor, Saros, as games whose PC plans have been canceled. Some multiplayer and third-party titles will still reach PCs, however.

Bloomberg's Jason Schreier cites "people familiar with the company's plans," who say that some within the company worry that releasing the games on PC could hurt sales of the PlayStation 5 console, as well as those of its unannounced successor. There could also be concerns that PlayStation titles could end up on competing Xbox hardware if Microsoft makes good on speculation that the next Xbox might play PC games.

There are a few caveats to this change in strategy that are important to note. First, multiplayer titles will still be released cross-platform, including Marathon, a reboot of an old first-person shooter franchise by Bungie (the studio that created Halo, now owned by Sony), slated to release tomorrow on both PlayStation 5 and PC (via Steam).

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