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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.

Playing Wolfenstein 3D with one hand in 2026

Like practically everyone who owned a PC in the early '90s, I tore through the shareware episode of Wolfenstein 3D shortly after it came out. At the time, the game’s mere existence seemed like a magic trick, offering a smooth-scrolling first-person perspective that was unlike pretty much anything I had ever seen. Strictly speaking, the game might have been ironically two-dimensional (lacking even the simulated gameplay “height” of follow-up Doom), but the sense of depth conveyed by the viewpoint was simply mind-blowing.

Coming back to Wolfenstein 3D in 2026 feels quite a bit different. The initial magic trick of the game’s perspective has worn off after nearly 35 years of playing the countless first-person shooters it inspired. And the advancements in shooter design since 1992 make some of the decisions id Software made for its first experiment in the genre feel a bit archaic from a modern perspective.

Still, it’s fascinating to look back at Wolfenstein 3D today and see the seeds that would sprout into one of gaming’s most popular genres. Playing it today feels like going to a car museum and taking a Model T for a spin, with all the confusion and danger that entails.

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Sony is raising PlayStation 5 prices again, this time by between $100 and $150

Memory and storage shortages and price hikes that started hitting PC components late last year have steadily rippled outward across all kinds of consumer tech—some products have disappeared, gone out of stock, or been delayed, and others have undergone multiple rounds of price hikes.

Today's bad news comes from Sony, which is raising prices for PlayStation 5 consoles in the US just eight months after their last price hike. The drive-less Digital Edition will increase from $500 to $600; the base PS5 with an optical drive will increase from $550 to $650; and the PS5 Pro is going up from $750 to a whopping $900. At the beginning of 2025, these consoles cost $450, $500, and $700, respectively.

Sony, Microsoft, and Nintendo had all announced one or more price increases for one or more consoles throughout 2025, though these were driven more by the Trump administration's tariffs on imported goods than component shortages. Game console price cuts had already become less common over the course of the 2010s, making consoles like the 5-plus-year-old PS5 historically expensive compared to older consoles at this point in their lifespans.

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AMD's Ryzen 9 9950X3D2 Dual Edition crams 208MB of cache into a single chip

For about four years now, AMD has offered special "X3D" variants of its high-end desktop processors with an extra 64MB of L3 cache attached, an addition that disproportionately benefits games. AMD calls this "3D V-Cache" because it stacks the cache directly on top of (for Ryzen 5000 and 7000) or beneath (for Ryzen 9000) the CPU die.

The 12- and 16-core Ryzen chips have their CPU cores split between two silicon chiplets, which has historically made the 7900X3D, 7950X3D, 9900X3D, and 9950X3D a bit weird. One of their two CPU chiplets has the 64MB of 3D V-Cache attached, and one does not. AMD relies on its driver software to make sure that software that benefits from the extra cache is run on the V-Cache-enabled CPU cores, which usually works well but is occasionally error-prone.

Enter the Ryzen 9 9950X3D2 Dual Edition, a mouthful of a chip that includes 64MB of 3D V-Cache on both processor dies, without the hybrid arrangement that has defined the other chips up until now. This gives the chip a grand total of 208MB of cache—16MB of L2 cache, the 32MB of L3 cache built into each of the two CPU dies (for a total of 64MB), and then another 64MB chunk of 3D V-Cache per die. In total, AMD says the new chip should be as much as 10 percent faster than the 9950X3D in games and other apps that benefit from the extra cache.

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Nintendo is raising prices of Switch 2 game cartridges starting in May

The downloadable versions of Nintendo's first-party Switch games have always cost the same amount to buy, despite the costs of manufacturing and shipping physical releases. This was still true when the Switch 2 launched last year, despite persistent rumors and misinformation to the contrary.

But that's finally, definitively changing later this year. Nintendo announced today that beginning in May and for new game releases going forward, the physical releases of new Switch 2-exclusive first-party games will cost more than the digital versions of the same game. That will start with the May 21 release of Yoshi and the Mysterious Book, which will cost $60 in Nintendo's online store but $70 for a physical copy.

"Nintendo games offer the same experiences whether in packaged or digital format, and this change simply reflects the different costs associated with producing and distributing each format and offers players more choice in how they can buy and play Nintendo games," reads the company's brief announcement about the change. Nintendo notes that retailers are free to charge what they want for physical and digital games, but aside from sales or other promotions most tend to follow Nintendo's guidance on pricing.

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Nvidia CEO tries to explain why DLSS 5 isn’t just “AI slop”

Last week, Nvidia's public reveal of DLSS 5—and its "generative AI" enhanced glow-ups of gaming scenes—drew widespread condemnation from the gaming community. In a podcast published Monday, though, Nvidia CEO Jensen Huang tried to differentiate the technology's optional, artist-guided graphical enhancements from the "AI slop" that Huang says he’s not a fan of.

As part of a nearly two-hour-long interview with the Lex Fridman Podcast, Huang was asked to explain the "drama" around DLSS 5 and "the gamers online [that] were concerned that it makes games look like AI slop." Huang responded that he "could see where they're coming from, because I don't love AI slop myself... all of the AI-generated content increasingly looks similar and they're all beautiful, so... I'm empathetic towards what they're thinking."

At the same time, Huang said DLSS 5 is decidedly separate that kind of "slop," because it "is 3D conditioned, 3D guided." The artists behind a game are still the ones creating the in-game structural geometry and textures that form the "ground truth structure" that DLSS 5 works from, Huang said. "And so every single frame, it enhances but it doesn't change anything," he said.

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Major SteamOS update adds support for Steam Machine, even more third-party hardware

Valve's Steam Machine desktop is currently in a state of involuntary limbo, driven by historically awful pricing and availability for memory and storage chips. AI data centers are absorbing much of what memory manufacturers can produce, leaving much less for enthusiast and hobbyist hardware like the Steam Machine and the Steam Frame VR headset. Even the years-old Steam Deck is currently out of stock thanks to component shortages.

But that hardware uncertainty hasn't stopped Valve from working on the software, and the company released a major update this week. The SteamOS 3.8.0 preview release comes with a long list of changes for the Steam Deck as well as third-party gaming handhelds and other PC hardware, and it also adds "initial support for upcoming Steam Machine hardware."

Many of the update's improvements come from various upstream Linux components. Valve says the update includes a new Arch Linux base, an updated graphics driver, version 6.16 of the Linux kernel, and a new version of the KDE Plasma desktop environment for Desktop Mode (which now uses Wayland rather than X11).

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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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