Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Tag:

Doesnt

CD Projekt Red confirms Witcher 4 Unreal demo showcases tech tools, doesn't represent final game
Game Updates

CD Projekt Red confirms Witcher 4 Unreal demo showcases tech tools, doesn’t represent final game

by admin June 4, 2025


UPDATE 4:28pm UK: CD Projekt Red has confirmed to Eurogamer the demonstration in the Unreal livestream was a tech demo played live and running at 60fps on a base PS5, although this isn’t meant to represent a final version of The Witcher 4.

“This tech demo runs at 60fps on PS5, and that’s the performance we’re aiming for in The Witcher 4,” said a representative from the studio. “It’s still too early to confirm exact specs for every platform, but we’re working closely with Epic to create an open-world experience that’s both beautiful to look at and smooth to play.”

Further, when asked if this tech demo could give unrealistic expectations on how The Witcher 4 will perform at launch, given The Witcher 3’s initial performance, the studio responded: “It’s important to keep in mind that this tech demo isn’t meant to represent The Witcher 4 – it’s a showcase of the tools we’re developing together with Epic Games. That means specific visuals like character models and environments may be different to The Witcher 4.”

ORIGINAL STORY 2:59pm UK: A first look at a tech demo of The Witcher 4 has just been shown off during today’s State of Unreal stream.

During its time on the stage, we saw some in-game cinematics of a monster attacking a wagon, and Ciri coming across the scene some time later. It then transitioned into gameplay, with Kajetan Kapuscinski cinematic director at CD Projekt Red playing through it.

All this while Wyeth Johnson, senior director and project strategy at Epic Games, and Sebastian Kalemba, VP and game director at CD Projekt Red, narrated what we were seeing. This build was running on a standard PS5 at 60fps with ray tracing enabled, according to those on stage.

You can watch the full State of Unreal stream here.Watch on YouTube

We see some horse riding courtesy of Ciri’s horse Kelpie. Kelpie has realitic muscles and skin movement thanks to the Unreal Chaos Flesh Solver and machine-learned deformations, so the horse will look natural without performance issues. We also see Nanite Foliage in action, which according to senior director Wyeth Johnson allows for fast-rendering high quality shrubbery and scenery.

Ciri eventually comes to the city of Vargrest, filled with lots of NPCs rushing around and doing their own thing, be it looking at a bear or shopping at stalls. The build shows Ciri transition smoothly from gameplay to another in-game cinematic, leaning on a fence while talking to a quest giver.

From here, the trio pull away from Ciri and look around the town some more, zooming in at NPCs chatting about fish with various nifty bits of tech at work. The idea expressed by Kalemba is that the difference between Ciri and your regular old NPC isn’t too drastic.

The build then has a circus added, with its crowd ramped up with an increasing number of NPCs reacting to the show without any visual stuttering or lag. Following this, Kalemba pulls back to Ciri one final time stating, “We’re making this game to be the most immersive and ambitious open world Witcher game ever, and we’re making this a reality thanks to our work on Unreal with the team at Epic.”

Recently in a CD Projekt financial report, we learned development progress on The Witcher 4 was well underway. We also know The Witcher 4 won’t be out until 2026, so consider this an early technical peak at what’s to come.



Source link

June 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
Elden Ring: Nightreign offers no technical progression - and doesn't properly support PS5 Pro
Game Reviews

Elden Ring: Nightreign offers no technical progression – and doesn’t properly support PS5 Pro

by admin June 3, 2025



Following its brief network beta in February we now have the final release of Elden Ring Nightreign, giving us a fresh chance to assess the console versions. To cut to the chase, there is both good and bad news for console users. The positive side ultimately comes down to Nightreign’s winning gameplay design because, against all the odds, developer FromSoftware’s multiplayer spin-off works surprisingly well. Barring ongoing issues with network latency during its first week – causing lag on NPC reactions after a strike at points – this is a well crafted, Fortnite-inspired twist on Elden Ring. The combat mechanics are instantly familiar, and there’s plenty of strategic depth as you spend a one hour session levelling up in anticipation of a Night Lord boss. It compels repeat attempts, and crucially, rewards a trio of players to co-ordinate their character builds towards that final point.


On the downside there’s the state of Nightreign’s technology. This is really nothing new to those familiar with FromSoftware’s Elden Ring engine, and how it operates on consoles. Its optimisation on PS5 and Xbox Series machines is still disappointing and, much like the network beta, the game continues to often fall short of a target 60 frames per second while exploring the Limveld map. Added to that, there is no support for PS5 Pro. The PlayStation store page makes no mention of enhancements for Pro hardware even on release, and that bears out in our tests where there are no extra modes or optimisations of any sort. It simply runs the base PS5 code, which, as I’ll get to, does at least yield some benefits in frame-rate and image quality depending on which graphics mode you use. Finally, it’s worth noting that the ray tracing mode – included in the main Elden Ring game to allow RT shadows and ambient occlusion – is still absent in Nightreign all round which is a shame.


In terms of how the consoles compare, FromSoftware sticks to its tried and tested settings from the network beta. PS5, PS5 Pro and Series X each run at a fixed 4K in their quality modes – while the frame-rate mode uses a dynamic setup that drops their resolution to 1440p lowest in order to better hit 60fps. On the other hand, for Series S, 1440p is a fixed target on its quality mode, while the frame-rate mode allows for a 1008p to 1440p range to improve performance. Beyond resolution differences all machines run at identical settings with a few exceptions. Firstly, comparing PS5 and PS5 Pro, the Pro side has a small benefit in image quality. By running the base PS5 code on more powerful hardware, PS5 Pro tends to hit higher numbers along that 1512p to 4K range. On average it’ll trend higher, though this only applies to the frame-rate mode of course, and shadows, textures, and world draw are identical.

Here’s the video breakdown for Elden Ring: Nightreign, tested on PS5, PS5 Pro, Xbox Series X and Series S… with a dash of PS4 for good measure.Watch on YouTube


Secondly, the Xbox Series consoles show a greater divide in visual quality. The 4TF Series S inevitably takes a bigger visual downgrade in comparison to Series X: it runs with lower resolution global shadows, plus a dropped ambient occlusion setting – affecting the shading under grass. Most visible, of course, is that drop to a 1440p target. Honestly the turnout is still more than acceptable for Series S, and using the opening tutorial area to match weather and time of day, you’re getting the full fat Nightreign experience otherwise.

In fact, this is a far better scenario than the last-gen releases. Taking base PS4 as an example – which wasn’t available for testing in the network beta – the overall playability of Nightreign suffers quite a bit by not playing on the latest wave of systems. On PS4 you get significantly dropped shadow quality, and dropped foliage density when compared to PS5. It runs at 900p typically (lower than the 1080p found in the main Elden Ring game), and performance is significantly worse than the base game too. It’s targeting 30fps with uneven frame pacing, though in practise, the range is 20-30fps, with a lot of play typically at the midway point.


Switching to current-gen performance testing today, there is sadly no significant boost since the network beta four months ago. Using base PS5’s quality mode for example – with a fixed 4K resolution value – we still have a 35-50fps range of frame-rate while circling the Roundtable Hold. Actual combat around Limveld tends to be even more taxing, but the hub area gives us a way to perfectly match conditions between the network beta and final build. It’s a broadly identical readout too, though there is one curious exception: parts of this hub area have been altered, opening out new areas in the final game and with extra light points and volumetric fog added in one room. As a result performance in this specific spot drops from 45fps in the network beta down to 39fps in the final build, which is expected given the increase in load.


To see this content please enable targeting cookies.

Manage cookie settings

Generally speaking though, using the Roundtable Hold, there’s been no provable performance upgrade or downgrade in the interim since the beta. Switching to PS5 Pro, comparing the network test against the final build shows much the same issue, though Pro was always least much closer to the 60fps mark on quality mode.


Ultimately, using the quality mode makes no practical sense on any console. Base PS5 in typical open world play runs at a lower 30-45fps range, with drops into the 20s also possible while dropping from the sky. You won’t even see a flash of 60fps while looking directly upward, to theoretically lower GPU load. Xbox Series X follows the same trend with a matching readout to base PS5 – 30-45fps with potential drops under using quality mode – making it a write-off. Series S meanwhile runs at a much more restrictive 30-40fps range, but essentially hugs the 30fps line for most of a round, again with drops into the 20s. And finally, PS5 Pro fares best with a 40-60fps range, which while an improvement over the rest of the console quartet, is still outside the ideal VRR range to mask drops.

This isn’t good enough, and the fixing at a 4K resolution – as crisp and sharp as it is – just doesn’t justify this performance penalty. With all consoles compared in a matched tutorial run, PS5 Pro comes out best with a 47fps reading, while PS5 and Series X occupy a midway point at 35fps, and Series S trails behind at 32fps.

Without a specific patch to support the hardware, PS5 Pro’s advantage is limited to a boost in performance while using Nightreign’s quality mode – plus a small image quality improvement in the frame-rate mode.


The easier mode to recommend is still the frame-rate mode. Base PS5 runs at between 40-60fps, which still does not easily slot into the ideal VRR range. Long passages of play, especially by the dying embers of a round, veer towards the lower end and visibly lurch to 40fps. Series X has the exact same range, but given that Xbox consoles do have a wider VRR window to work to (40-60Hz, versus the 48-60Hz on PS5 systems), there is some flexibility to adapt. It’s a much smoother, less visibly juddering experience as a result – if your display supports VRR. Even Series S benefits in this sense, with so much of its performance running at between 40-60fps, keeping up pace with the other machines.

Last up is PS5 Pro. To its credit, the Pro hardware produces a 50-60fps range most of the time, which does fit nicely within Sony’s nominated VRR range. The only snag is sharp 40fps lurches while exploring Limveld, which occur in some rounds more frequently than others, and stick out clearly. In relative, matched tests using our Roundtable Hold route, PS5 Pro in theory has the upper hand with a tighter adherence to the 60fps target, while PS5 and Series X hover just below and Series S landing at around 50fps.


Despite having the final release of Nightreign in hand, there’s so much left to be desired on the technical front. The remixing of Limgrave’s locations to forge Limveld creates a perfect playground for its shortened one hour online experience – but performance on current-gen is still lacking. My recommended pick is the frame-rate mode, and ideally on an Xbox Series system where VRR is more flexible to handle a 40-60fps range. PS5 Pro meanwhile gets to the theoretical best frame-rates, purely by running the base PS5 code on a more powerful GPU – but it’s a disappointment and there is no official Pro patch in place.

It sets a worrying precedent for a new release to neglect Pro hardware entirely, and even as an off-shoot to a major game I expected more. I’m hopeful we’ll see FromSoftware come round to the idea, since so many of its games could benefit from Pro support, but Nightreign isn’t that breakthrough moment. The state of affairs with the final release is sadly as we left it in the network test: it’s unquestionably enjoyable – a mad concoction of ideas that somehow ties together. But regardless of console or mode, 60fps performance is all too often out of reach.



Source link

June 3, 2025 0 comments
0 FacebookTwitterPinterestEmail
ASML
Product Reviews

TSMC reiterates it doesn’t need High-NA EUV for 1.4nm-class process technology

by admin May 29, 2025



TSMC reiterated its long-known stance on next-generation High-NA EUV lithography tools at its European Technology Symposium in Amsterdam. The company does not require these highest-end lithography systems for its next-generation process technologies, including A16 (1.6nm-class) and A14 (1.4nm-class) process technologies. To that end, TSMC will not adopt High-NA EUV tools for these nodes. 

“ People seems to always interested when TSMC going to use High-NA, I think our answer is very simple,” said Kevin Zhang, Deputy Co-COO and Senior Vice President of Business Development and Global Sales, at the event. “Whenever we see High-NA will provide meaningful, measurable benefit, we will do it. With A14, the enhancement I talked about earlier is very substantial without using High-NA. So, our technology team continues to find a way to extend the life of current EUV while harvesting the scaling benefit.”

TSMC’s A14 process relies on the company’s second-generation nanosheet gate-all-around transistors, along with a new standard cell architecture. According to TSMC, A14 provides up to 15% higher performance at the same power and complexity, or alternatively, 25% to 30% lower power consumption at the same frequency. In terms of transistor density, A14 achieves a 20% increase compared to N2 for mixed logic/SRAM/analog configurations and up to 23% when it comes to pure logic.


You may like

Such performance, power, and transistor density increases represent the so-called ‘full node advantage’, and yet, TSMC does not need next-generation High-NA EUV lithography tools to produce chips with predictable yields and desired performance and power characteristics on its A16 and A14 process technologies. One should keep in mind that TSMC’s A16 is essentially N2P with a Super Power Rail (SPR) backside power delivery network. As TSMC does not need High-NA EUV tools for N2 and N2P, it will not need them for A16 either. By contrast, A14 is an all-new node that will be used for mass production in 2028, so the fact that TSMC does not need High-NA for this one is quite remarkable.

When asked whether A14 heavily relies on multi-patterning, Zhang responded that he could not comment on specifics, but said that TSMC’s technology team had found a way to produce chips on a 1.4nm node without using High-NA EUV tools that provide an 8nm resolution compared to a 13.5nm resolution of Low-NA EUV systems.

“This is a great innovation from our technology team,” said Zhang. “As long as they continue to find a way, obviously, we do not have to use High-NA EUV. Eventually, we will use it at some point. It is just so we need to find a right interception point, provide the maximum benefit, maximum return on investment.”

It is noteworthy that TSMC’s A14 will be succeeded by A14 with SPR backside power delivery in 2029, and it does not appear that the foundry will require High-NA EUV tools for this iteration either. To that end, it looks like, unlike Intel, which is set to start using next-generation EUV lithography machines with its 14A manufacturing technology to reduce the number of EUV exposures (read: multipatterning) and process steps in 2027 – 2028, TSMC has no plans to use High-NA EUV for mass production until at least 2030, or perhaps even later.

Get Tom’s Hardware’s best news and in-depth reviews, straight to your inbox.

Follow Tom’s Hardware on Google News to get our up-to-date news, analysis, and reviews in your feeds. Make sure to click the Follow button.



Source link

May 29, 2025 0 comments
0 FacebookTwitterPinterestEmail
Tom Carreras
NFT Gaming

IMF Says ‘Efforts Will Continue’ to Ensure El Salvador Doesn’t Accumulate More BTC

by admin May 28, 2025



The International Monetary Fund (IMF) stated on Tuesday that “efforts will continue” to make sure that the total amount of bitcoin

held by El Salvador’s government does not change.

Back in March, El Salvador reached an agreement with the IMF to receive a $3.5 billion loan package. Some of the conditions of that deal concerned bitcoin: for example, the cryptocurrency officially lost its status as legal tender, meaning that merchants no longer need to accept the currency on a mandatory basis.

One of the conditions of the package, according to the IMF, was the prohibition of “voluntary accumulation of bitcoin by the public sector.” In theory, that should mean that Bukele’s government wouldn’t be permitted to keep accumulating bitcoin if it wanted to keep complying with the loan program.

Nevertheless, El Salvador has kept purchasing more bitcoin in apparent contradiction with the terms of the deal. On March 4, when the conditions of the deal were made known, the Salvadoran government held 6,101.15 bitcoin in its official wallet. As of writing, that number has risen to 6,189.18 bitcoin, a sum worth approximately $678 million.

“No, it’s not stopping,” Salvadoran President Nayib Bukele posted on X on March 4. “If it didn’t stop when the world ostracized us and most ‘bitcoiners’ abandoned us, it won’t stop now, and it won’t stop in the future.”

The IMF didn’t seem to acknowledge any contradiction or friction in its note. In fact, it stated that program performance had been strong and that key fiscal and reserve targets had been met.

“IMF staff thank the Salvadoran authorities for the excellent collaboration and constructive discussions,” the report said.



Source link

May 28, 2025 0 comments
0 FacebookTwitterPinterestEmail
Three Things The Game Doesn't Tell You
Game Reviews

Three Things The Game Doesn’t Tell You

by admin May 25, 2025


As you exit the prologue sewers in Oblivion Remastered, you’re greeted by a whole lot of nothing. There are ruins across the water, a small abandoned dock down the hill, and behind you, an entire city. But where do you go, what do you do, and why should you care about delivering a necklace of all things? There’s a lot the game doesn’t tell you, and we aim to fix that.

What Is Dragonsplague? Dragon’s Dogma 2’s Devastating Contagion Explained

Oblivion’s enemies scale alongside you

Screenshot: Bethesda / Brandon Morgan / Kotaku

If you’re new to Oblivion, you may not be aware of this somewhat frustrating fact. Enemy level scaling is an age-old issue that folks complained about back in the Xbox 360 days, and yes, it’s still problematic in Oblivion Remastered. Every enemy you face scales alongside you, so they’ll grow in power as you level up. It makes for a challenging RPG, to say the least. Thankfully, this version of the game altered how leveling works slightly, so you can place points into three Attributes each time you gain a rank.

To avoid becoming overwhelmed, don’t opt for an entirely passive playthrough, though. It won’t work well to just avoid fights. Instead, mix and match your skills by, say, choosing Mercantile and Blade. After all, anyone traveling the roads of Cyrodiil could benefit from a hidden knife.

Stealing is lucrative, so long as you can find a fence

Screenshot: Bethesda / Brandon Morgan / Kotaku

If you’re playing a stealth-focused character, specifically a thief making a living robbing everyone in sight, you’ll soon learn that selling stolen goods proves problematic in Cyrodiil. Every stolen item is marked with a red hand, meaning it’s illicit goods, and no merchant worth their weight in gold will touch said items. You need a fence!

You won’t find a fence out in the wild, not easily. Instead, join the Thieves’ Guild to unlock Ongar the World-Weary, a fence in Bruma, who will buy stolen items. It’s the earliest and easiest fence unlock in the game.

The main story is an easy way to level up (it’ll also cause Oblivion gates to spawn)

Screenshot: Bethesda / Brandon Morgan / Kotaku

Yes, the entire prologue is the game’s way of introducing you to the overarching story, of the fates and of political intrigue, and Daedric portals wiping clean the land. But once you exit the sewer, it’s quickly forgotten in favor of the expansive open world.

It may be tempting, but don’t ignore the main quest (unless you want to delay when Oblivion gates spawn)!

Follow the main quest and take back Castle Kvatch, in which you’ll pass through an Oblivion Gate and enter the Daedric Realm. Once you complete this task, Oblivion Gates will open across the land, outside of each major city, and where you least expect them to: Out in the wild. They’re easy loot and leveling opportunities, especially if you’re playing a combat-oriented class!

Oblivion Remastered is available now on PS5, Xbox Series X/S, Windows PCs, and Game Pass.



Source link

May 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2

Categories

  • Crypto Trends (918)
  • Esports (698)
  • Game Reviews (647)
  • Game Updates (813)
  • GameFi Guides (912)
  • Gaming Gear (876)
  • NFT Gaming (894)
  • Product Reviews (867)
  • Uncategorized (1)

Recent Posts

  • Adin Ross demands immediate Kick changes after Jean Pormanove death
  • Shiba Inu Bulls Defend Dual Support With 1T Volume
  • Trails In The Sky 1st Chapter Switch 2 Upgrade Pack Is One Whole Dollar
  • The Destruction of NASA Would Be a Blow to Our Collective Imagination
  • Switch 2 Reportedly Getting Starfield In 2026 As The Ports Start Flowing

Recent Posts

  • Adin Ross demands immediate Kick changes after Jean Pormanove death

    August 21, 2025
  • Shiba Inu Bulls Defend Dual Support With 1T Volume

    August 21, 2025
  • Trails In The Sky 1st Chapter Switch 2 Upgrade Pack Is One Whole Dollar

    August 21, 2025
  • The Destruction of NASA Would Be a Blow to Our Collective Imagination

    August 21, 2025
  • Switch 2 Reportedly Getting Starfield In 2026 As The Ports Start Flowing

    August 21, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • Adin Ross demands immediate Kick changes after Jean Pormanove death

    August 21, 2025
  • Shiba Inu Bulls Defend Dual Support With 1T Volume

    August 21, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close