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Product Reviews

Way of the Sword might be a more forgiving kind of samurai epic

by admin August 20, 2025


Capcom’s Onimusha series has been on a long hiatus. Combining Resident Evil-style rendered backgrounds with more agile characters, adding in demons, magic and a feudal Japan setting, the series span multiple sequels — and consoles — til the fourth entry in 2006.

Roughly two decades (and console eras) later, Capcom has returned to the series, even getting the definitive samurai actor, Tom Cruise Mifune Toshiro, to play the hero, the legendary swordsman Miyamoto Musashi. At Gamescom, the company is now demoing an early slice of Way of the Sword, which covers most (but not all) of the game shown at SGF 2025 just a few months ago.

It’s an interesting time to return to the samurai-meets-demonic-threat universe of Onimusha, following a sudden boom in games tapping into feudal Japan. Most recently, the latest Assassin’s Creed was set there, while, Sony’s upcoming Ghost of Yotei (not to mention its predecessor) both tap bushido and swordplay in historical Japan.

While I played through the demo, I made a lot of mental comparisons to Sekiro – a game that’s now several years old and still unbeaten by me. Onimusha draws together similar themes of demon forces run amok, but has a more forgiving approach. Gameplay centers around blocks and parries, plus weak and strong attacks, all while pulling in orbs dropped by dying enemies that act as the game’s currency. (Health orbs are also dropped by certain foes.)

Onimusha Way of the Sword hands-on

(Capcom)

The Oni gauntlet that absorbs these souls can also be used to see invisible demons and unlock areas that are spiritually blocked. It’ll also act like a sort-of demonic movie projector, showing what happened during the demon invasion in the area.

Early enemies were predictably sluggish demon swordsmen and archers, getting me back up to speed with how Onimusha fights play out. Even if it predictably looks lightyears ahead of its predecessors, Way of the Sword doesn’t reinvent how you cut up these demon hordes.

In comparison to other action games, guarding seems very forgiving. You can hold the guard button down, and it’ll block basic projectiles and melee attacks from all directions I spent some time leaning into exhausting stamina gauges, timing parries for one-hit Issen critical attack and batting away arrows back where they came from.

Don’t get me wrong, it’s satisfying and fun, but I’m itching to see how the series will build on what’s pretty basic attack flow. Musashi had acccess to a dual-short sword special attack, Two Celestials, that barrages the enemy with attacks and tops up his health levels.

This suggests more special attacks and magical flourishes should open up later in the game. The preview during SGF 2025 also showed ways to utilize the environment for defensive attacks, holding up wooden boards to block arrows, for instance, although that didn’t trigger during my playthrough.

Onimusha Way of the Sword hands-on

(Capcom)

The highlight of the demo was a confrontation with Musashi’s rival, Ganryu Sasaki. He’s great villain fodder — and has also been somehow gifted his own Oni gauntlet. The duel was the only time I felt under threat during the demo, and even then, I didn’t die once. There’s enough of a health meter to test yourself against Sasaki’s lavish sword attacks and lunges. Once you wear down more powerful enemies, you can make a single, concentrated attack to either glean more orbs from them or hit for heavy-duty damage.

The early taste of Way of the Sword is a fun, easy romp, so I’m curious to see how Capcom evolves the formula of Onimusha — and where the true challenges might lie.

Onimusha: Way of the Sword is set to be released in 2026 on PS5, Xbox Series S|X, and PC.



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August 20, 2025 0 comments
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Dante's epic poem La Divina Commedia is getting turned into a videogame again
Game Updates

Dante’s epic poem La Divina Commedia is getting turned into a videogame again

by admin August 20, 2025


Enotria: The Last Song developers Jyamma Games are making a new action-RPG inspired by and named after Dante Alighieri’s 14th century epic poem La Divina Commedia, aka the Divine Comedy.

Like the poem, it sees you descending through the circles of Hell, each the geological manifestation of a particular Sin. Unlike the poem, it features a set of combat classes, a choice of protagonist genders, a narrative alignment system, procedurally generated extraction dungeons, and customisable weapons and armour. As the poet himself might say: in the middle of the journey of our life I came to myself within a dark wood where I had to grind for crafting materials.

The games industry has not been mega gentle with poor old Dante, whose monumental work helped establish the Tuscan language and influenced a brace of English writers, from Blake to Beckett. The best-known video game adaptation is probably still Visceral’s cheeseball 2010 action-adventure Dante’s Inferno, which is often more interested in aping God Of War. A cynical man or snob (hello!) might look at the below, hacky-slashy trailer for Jyamma’s adaptation and consider it to be another act of wanton literary desecration. Terza rima isn’t supposed to be a three-hit combo, you blistering philistines!

Watch on YouTube

Still, this isn’t quite another exercise in crafting boobwalls for the circle of Lust or punching organs out of bodies. Enotria was pretty metaphysical for a Soulslike, building a universe and combat system around the practice of stagecraft, and Jyamma’s take on the La Divina Commedia is similarly dreamy – it turns Dante’s poem into a kind of overarching mythology.

“In this new adventure, the studio presents an epic journey set in a world where The Divine Comedy has supplanted the old faith, bringing about a golden age of righteousness among humanity,” explains a press release. “When dark forces subvert the promises of the poem, order collapses and the world is thrust into chaos. The player will take on the role of a warrior-poet trapped in the infernal depths, called to descend through the circles of Hell, face increasingly powerful demons, and redeem a sinful past.”

Sounds quite involved. Still, I’m not sure where the procgen extraction dungeons fit in, exactly. The idea of mining hell for loot and progression materials is the kind of videogame conceit I’d love to lay before an actual 14th century theologian. I’m sure the humour of the situation would be well worth the inconvenience of being burned at the stake. Anyway, there’s no release date yet for La Divina Commedia. The poem took about 12 years to write – hopefully, Jyamma will turn their version around a little sooner.

Check out our Gamescom 2025 event hub for all the PC game announcements and preview coverage from Cologne.



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August 20, 2025 0 comments
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Ripple
GameFi Guides

Ripple-Backed Epic Chain To Launch XRP-Powered RWA Tokenization Platform

by admin August 17, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Epic Chain, backed by Ripple, is taking a bold step into the future of finance with the launch of its XRP-native RWA tokenization platform. With Ripple’s support and XRP’s efficiency at its core, Epic Chain could lead the next wave of adoption, where trillions in real-world assets move seamlessly on-chain.

Ripple Backs New Real-World Assets Platform

In a release, Epic Chain is positioning itself at the center of the real-world assets (RWAs) tokenization wave, building an XRP-native platform to bring real estate, credit, commodities, and collectibles onto the blockchain. With the global RWA market estimated at over $50 trillion, Epic Chain’s positioning could be transformational.

Related Reading: From Day 1: Ripple CTO Says XRPL Was Made For Global Financial Infrastructure

Epic is currently valued at a modest $60 million FDV, and it trades on Binance, Bybit, and Kucoin, with further listings anticipated. Operating in over 150 countries, the project targets more than 100 million traders and is connected to over a million bank accounts, and has launched a $1 million adoption and liquidity program to drive global growth.

According to Route 2 FI, initially launched as an ERC-20 token on Ethereum, Epic is now migrating to an EVM-compatible XRP Ledger sidechain, unlocking native liquidity and tighter integration with XRP infrastructure. This pivot strengthens settlement speed, scalability, and ensures Epic Chain remains aligned with Ripple’s long-term vision of enterprise-grade blockchain adoption.    

One of the rare small-cap token survivors of multiple crypto market cycles, EPIC has transformed from a collectibles marketplace into a layer-2 RWA solution. Its integration with Ripple USD (RLUSD) allows native USD settlement, which is a critical feature for institutional yields, treasury management, and cross-border payments.

The Epic Chain pushes adoption through its “Epic One” VISA crypto card, offering up to 8% XRP cashback with no daily limits, spendable in over 180 countries. Meanwhile, its collectibles platform Fanable continues to attract thousands of users through licensed IP deals. 

Epic Chain’s positioning at the intersection of RWA tokenization and XRP integration gives it strong potential despite the risk from its history of pivots and XRP’s slower corporate pace. For both retail adopters and institutional markets, Epic could serve as a gateway into the XRP economy.

XRP Ledger As Backbone For Next-Gen Real Estate Finance

Amid this bold move, the XRP Ledger is set to enable the tokenization of $228 trillion in institutional real estate to be brought on-chain through the XRP Ledger Asset Program on August 18th. According to the RealFI post on X, this breakthrough allows assets traditionally managed off-chain to be brought on-chain via the REAL Token, which signals a transformative shift in the global real estate market toward blockchain adoption.

Related Reading: Chainlink Tipped To Outshine XRP In Global Banking Links: Analyst

Furthermore, RealFi’s solution empowers organizations of all sizes to issue Real Estate Tokens directly on the XRP Ledger. By leveraging blockchain technology, RealFi ensures ultra-low transaction fees, fast settlement, and seamless integration with the XRP ecosystem.

XRP trading at $3.12 on the 1D chart | Source: XRPUSDT on Tradingview.com

Featured image from iStock, chart from Tradingview.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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August 17, 2025 0 comments
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The Xbox app on the ROG Xbox Ally X, in front of a gradient
Product Reviews

You will soon be able to open non-Xbox games from the Xbox app, which could be a great way to further avoid the Epic Games Store

by admin June 24, 2025



With the ROG Xbox Ally X and Xbox Meta Quest 3S on the horizon, Microsoft is going some way to upgrade its software on non-Xbox-made hardware. Perhaps the biggest and most useful push so far is the upcoming ability to play non-Xbox games straight from the Xbox app. Unlike the former hardware collaborations, this, I might actually use.

Announced via Xbox Wire, Xbox Insiders will be able to boot up games from “Xbox, Game Pass, Battle.net and other leading PC storefronts” all directly from the Xbox app. Xbox Insiders get the ability to do so starting this week, though I haven’t yet got access.

This could be a software change to set the groundwork for the ROG Xbox Ally X, a Windows handheld gaming PC with some Xbox-branded flourishes. As well as having the Xbox buttons, it comes with software from Microsoft intended to make it all feel a bit more like a console. The Xbox Ally X is set to launch later this year.


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This new Xbox App change is rather intuitive in concept, though we will have to get hands-on to see for ourselves. Effectively, you should just be able to install a game and find it in your library.

Steam and the Epic Games Store aren’t cited by name in Xbox’s announcement, but it would be rather misleading to announce support for ‘other leading PC storefronts’ without including arguably the two most important.

(Image credit: Heroic)

Unfortunately, though, the Xbox App won’t let you install games from other storefronts; it effectively just cuts out the middleman that opening up launchers can be. Given that the Epic Games Store is very tough to navigate, awkward to update, and a pain to boot up, the idea of entirely working around it appeals to me.

This could be especially useful for handheld gaming PCs—devices that are ostensibly designed to be a tad more console-like than a full-blown desktop setup.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

The Xbox app won’t replace the likes of Heroic, which can install and update straight from your Epic Games library, but it can replace day-to-day Epic use, should you regularly play the likes of Fortnite or Genshin Impact.

If you’re looking to test out the new library function for yourself, you will have to join the Xbox Insider program, sign up for the PC Gaming preview, and then wait until you get access. If you don’t fancy signing up to be an Insider, normal Xbox app users will likely get this update later this year.

Best handheld PC 2025

All our current recommendations



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June 24, 2025 0 comments
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After getting delisted in March, Dark and Darker will be completely inaccessible on the Epic Games Store later this year
Game Updates

After getting delisted in March, Dark and Darker will be completely inaccessible on the Epic Games Store later this year

by admin June 17, 2025


Dark and Darker is a bit of a Schroedinger’s video game, isn’t it? Seemingly fleeting back and forth between a state of being available for sale and being outright delisted. Back in March, the multiplayer extraction game was delisted from the Epic Games Store, with developer Ironmace saying at the time that the “decision appears to be based on claims made by opposing parties in an ongoing legal dispute.”


Now, Epic appear to be sending out emails to those that have the game in their libraries informing them that the game will no longer be playable this year (I’ve received this email myself as I apparently added it to my library at some point despite not having played it).


“We removed Dark and Darker from sale on the Epic Games Store on March 5 in consideration of a court decision in Korea between Nexon and the game’s publisher, Ironmace,” Epic wrote in the email. “On November 1, 2025, we will be removing Dark and Darker from your library, at which point it will no longer be playable via the Epic Games Store.” Anyone that paid for the Legendary Status upgrade will be getting a refund, though those that bought Redstone shards won’t be. Both of these are no longer available for purchase as well.


The court decision Epic referenced is likely the one from February, which found that Ironmace didn’t infringe on Nexon’s copyright of project P3, a game that Nexon alleged was then turned into Dark and Darker using stolen code and assets. However, the court did also instruct Ironmace to pay Nexon 8.5 billion won (about $6.18 million) in damages.


Ironically, at this point in time it doesn’t seem like the game is being booted off of Steam, despite previously facing this in 2023. It’s a messy situation, one that I would guess isn’t quite done yet.



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June 17, 2025 0 comments
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Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview
Game Reviews

Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview

by admin June 17, 2025


Unreal Fest 2025 kicked off with an impressive demonstration of how The Witcher 4 developers CD Projekt Red are getting to grips with Unreal Engine 5. The 14-minute tech demo features lush forest landscapes, detailed character rendering and impressive hardware RT features, all running at 60fps on a base PlayStation 5. It’s one of the most visually ambitious projects we’ve seen for current-gen consoles even at this early stage, and we wanted to learn more about how the demo was created.

To find out, Digital Foundry’s Alex Battaglia took a trip to CDPR’s offices in Warsaw and spoke to key figures at CD Projekt Red – including Charles Tremblay, VP of technology; Jakub Knapik, VP of art and global art director; Kajetan Kapuscinski, cinematic director; Jan Hermanowicz, engineering production manager – as well as Kevin Örtegren, lead rendering programmer at Epic Games.

A selection of questions and answers from the interview follows below. As usual, the text has been slightly edited for clarity and brevity. You can see the full interview via the video embedded below. Enjoy!

Here’s the full video interview from CD Projekt Red in Warsaw, featuring Alex, Charles, Jakub, Kajetan, Jan and Kevin. Watch on YouTube

When did the cooperation between CDPR and Epic begin for The Witcher 4 tech demo, given the announcement of The Witcher going to Unreal in 2022?

Jan Hermanowicz: That will be about three years by now. When it comes to this particular demo, it’s sometimes hard to draw a line, but this is a relatively fresh thing that we started working on somewhere last year.

Why did CDPR switch from RedEngine to Unreal Engine in 2022?

Charles Tremblay: I get this question often, and I always preface it by saying that I don’t want people to think the tech we had was problematic – we’re super proud of what we achieved with Cyberpunk. That being said, when we started the new Witcher project, we wanted to be more of a multi-production company, and our technology was not well made for that. It was one project at a time, put the gameplay down, then move on. Second, we wanted to extend to a multiplayer experience, and our tech was for a single-player game. So we decided to partner with Epic to follow the company strategy.

Seeing the Witcher 4 demo running first on PS5, it goes against the grain of what CDPR has done in the past in terms of its PC-first development and PC-first demos for Cyberpunk 2077 and The Witcher 3. So why target PS5 at 60fps?

Charles Tremblay: When we started the collaboration, we had super high ambition for this project. As you said, we always do PC, we push and then we try to scale down. But we had so many problems in the past that we wanted to do a console-first development. We saw it would be challenging to realise that ambition on PS5 at 60fps, which is why we started to figure out what needs to be done with the tech. We have all our other projects at 60fps, and we really wanted to aim for 60fps rather than going back to 30fps.


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Jan Hermanowicz: We had a mutally shared ambition with Epic about this, that this was the first pillar we established.

Kevin Örtegren: It was a really good opportunity for the engine as well, to use this as a demo and showcase that 60fps on a base console is achieveable with all the features that we have.

Do you see 60fps as a challenge or a limitation?

Charles Tremblay: We’re perfectly aware that we still have a lot of work ahead of us – this is a tech demo; the whole gameplay loop isn’t implemented, there’s no combat and there’s a lot of things that don’t work. But still, the ambition is set. It’s too early to say if we’ll nail it, but we’ll work as hard as we can to make it, for sure.

How did you manage to get hardware Lumen running at 60fps on console, when almost all other implementations are at 30fps?

Kevin Örtegren: It comes down to performance and optimisations on both the GPU side and CPU side. On the CPU, there’s been a ton of work on optimising away a lot of the cost on the critical path of the render thread: multi-threading things, removing all sync points we don’t need, allowing all types of primitives to actually time slice… On the GPU, tracing costs need to be kept low, so having good proxies and streaming in the right amount of stuff in the vicinity… making this work out of the box is core to that 60fps.

The Witcher 4 presentation at Unreal Fest Orlando is well worth watching in its entirety, starting with the trailer and then moving onto more detailed explanations. Watch on YouTube

Why target 60fps with hardware Lumen when the software path exists and runs faster?

Kevin Örtegren: The software path has a lot of limitations, things that we simply cannot get away from, no matter how hard we try. The distance field approximation is effectively static, right, and the more dynamic worlds we build, we want that to also be part of the ray tracing scene. So using hardware RT is much better quality-wise, we can get much better repesentation with RT than with distance fields. Generally, it is also kind of the future, so we’re focusing on hardware Lumen and we consider software Lumen to hopefully be a thing of the past.

Jakub Knapik: Looking at it from a Witcher point of view, this game will have a dynamic day/night cycle, so you need to secure the environments lighting-wise for all light angles, and it’s an open world game, so you need to make sure the way you make content will work and it will not light leak in all those situations. Hardware Lumen is much better for securing this. And like Kevin said, you can actually move trees and have proper occlusion.

For us, going with software Lumen would have a lot of limitations that would kill us from a production point of view; otherwise we’d have to change the design of the game.

Kevin Örtegren: It’s a good point. If you do software Lumen on one platform, but you want to scale up to hardware Lumen on another platform, working with both is problematic. You want to have the one representation, it’s much better.

Having hardware RT form the baseline makes some aspects of artist asset creation easier. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

What effect does having RTGI and RT reflections on consoles as baseline tech have on art design?

Jakub Knapik: It was challenging to find a middle ground artistically with Cyberpunk so that it works on both consoles and high-end PCs. With this approach, we only have to alter the game once, and we can make sure it’s visually similar – it just gets better – and the art direction is consistent on all platforms.

Can you explain what it was like using Lumen for the first time in cinematics?

Kajetan Kapuscinski: The tools we were provided from Epic and the tools we’re co-developing with them open up a lot of possibilities to have creative freedom and create the things you’ve now seen in the beginning of the demo. It’s liberating in many ways.

Jakub Knapik: There are many aspects to the look, apart from Lumen, that we actually introduced in this demo – like lens simulation, film simulation, ACES tone mapping, all of that stuff we also added when working on the technology for The Witcher. So that all contributes to a slightly more effortless approach to scenes.

How were the world and terrain created for this demo?

Jan Hermanowicz: The pipeline we’re using for this is actually the pipeline for the main game, so there’s ideation and then landscape creation within DCC tools. We do the first pass outside of the engine, then import that height map into the engine, then do the rest of the sculpting in Unreal Engine. That’s purely the terrain; what you see is a layered picture with meshes like additional rock formations, trees, that sort of stuff, there’s a procedural (PCG) layer. Effectively, we replace the auto grass with the runtime GPU-based PCG, and we use that for the small debris, trash, grass and stuff like that.

How did the team view the paradigm shift in how vegetatation is made? After all, it’s been done with alpha cutout cards since I was a child!

Jakub Knapik: I think that combo of Nanite foliage plus PCG is a killer combo. Creating big trees is one problem, creating small foliage is another problem, and with this demo we tried to combine both techniques. Having big moveable trees that are illuminated properly was our biggest concern, because if you have a static tree, that’s an approachable problem. If you have a moving tree, that’s really hard.

I remember being in a conversation with our art director, Lucjan Więcek, and saying to him “you can have good lighting, or moving trees”. It’s hard to have both. There was a lot of effort from CDPR’s and Epic’s tech teams to solve that problem. That was by far the biggest change and concern we had with The Witcher.

Nanite foliage is one of the core technologies for The Witcher 4, replacing the card-based system used for multiple console generations. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

Kevin Örtegren: As you said, alpha cutout cards has been the technique for many, many years. But it doesn’t really cut it – it’s flat, so it looks good from a certain angle but not every angle, shadows might be problematic as well. Throwing geometry at it is the only way to make it real volumetric.

Jan Hermanowicz: Exactly, and it opens up new possibilities for artists. So, for example, the pine needs that you see up-close in the demo is a perfect case for geometry. It requires some change of thinking among foliage artists, but the possibilities outweighed any new challenges.

Charles Tremblay: The reason we had the pine tree is because we thought it was the worst case scenario, and we worked on it for a long time. I was super stresed when we started work on the demo, and we had to consider also the asset space on disk, all the assemblies… In The Witcher, the forest is the soul of the game, so it couldn’t be done the traditional way.

Jan Hermanowicz: One of the best days was finding out this crazy amount of polygons without alpha actually ran faster than the classic cards approach.

Do you see this approach also working on other areas of rendering?

Kevin Örtegren: It’s possible, we’ve discussed it. The voxel idea isn’t actually all that new, Brian Karis who came up with nanite, had an HPG talk with a section on voxels a few years ago… at the time, it wasn’t a perfect fit, but it turns out it was actually a very good fit for foliage. So anything that looks like foliage might be a contender to use this tech.

How does this voxel-based approach to foliage fit into the classic lighting pipeline? How is everything lit and shaded?

Kevin Örtegren: They actually fit in every nicely – part of the standard Nanite pipeline is replaced by the voxel path, and that same path runs for VSMs. That’s why it’s kind of cheap to render into shadows in the distance, because they’re just voxels – that just works out of the box. Lighting-wise, it’s regular directional light, with improvements to the foliage shading model, on the indirect side, we have a simplified representation which is static for performance reasons, so it scales up.

How did you get virtual shadow maps (VSMs) running at 60fps when that’s relatively rare for shipping UE5 games on console?

Kevin Örtegren: There’s been a lot of work for a long time on improving performance in VSMs; I think a lot of times, developers turn it off because they have a lot of non-Nanite geometry. Obviously the settings are important as well, you can’t go with the highest resolution and highest LOD bias; here with the demo, we have a sensible setup. You can see some flickering on skin and some surfaces from lower-resolution shadows, but it works for us.

It takes special techniques to achieve good visual results on the very first frame following a camera cut. | Image credit: Digital Foundry

How was the demo’s flawless frame-rate achieved? I know you’re using triple buffering, but how does it work?

Kevin Örtegren: First of all, the average frame-time has to be reasonable, and we use dynamic resolution scaling to make sure we’ve got an achievable 60fps on every frame. Then we have the camera cuts, where we lose the history and we have to re-render a lot of stuff. Overdraw is massive on that first frame, and spikes can be 10ms or more and you can drop a frame.

Tackling that required an optimisation to prime that data so we have something to cull against, which brings spikes down significantly. In cases where we’re going above 16.6ms anyway, given we don’t have a super low latency mode enabled, we actually have quite a bit of a buffer zone. If one frame goes over, but the next one doesn’t, you can start to catch up and not drop that frame. Essentially if by the time you submit your work from the CPU to the GPU – the time that work has to finish before the next present – you have two or three frames of buffer to eat those hitches.

If you look at the demo more closely, you can see that the first frame is pretty good after the camera cut, and that’s because we render two frames before the next present, and then just discard one of them. The first one provides the history for the second one, which means that second one looks much better. So if we manage our frame times well enough, we can get away with that.

Would this technique work in other games? If there was a button in the options that said “smooth cutscenes”, I’d always click it.

Kevin Örtegren: There are two options here, one being the way we sync the game thread to the GPU – there are already options for that. You can do really low latency stuff, you can sync with the presents. Or you can sync your game thread to the render thread, then you get a bit of a pipeline going which smooths things out. Then you can select double buffering or triple buffering.

Jan Hermanowicz: There’s some work we did on the game thread side of things, on the CPU side. We uploaded as much as we could to async, so it can be computed over time, and Unreal animation framework also helps a lot because it moves a lot of animations to the other threads. Plus we’re now smoothly streaming geometry with FastGeo in this demo, so we’re not loading big chunks of a world. Plus, it requires some strategising, we know our world – in the demo and in the full game – and we know when it’s a good time to start loading certain things so that it isn’t just like “oh, it happened!” and there’s a hitch. You can’t predict everything, but having this thought process is an important part of this.

The Digital Foundry team share their first reaction to the Witcher 4 tech demo on the latest Unreal Engine 5.Watch on YouTube

How would CDPR potentially scale graphics to platforms more powerful than the base PS5, eg PS5 Pro or PC?

Jakub Knapik: This is one of the topics that we’re currently discussing. We said before that we wanted to start with the PS5 as the base and that it would be easier to scale up than down. We know that Lumen and these other technologies are providing pretty consistent representation across the scale. What it means exactly is another question – we’re CDPR, we always want to push PCs to the limit. It’s a creative process to decide how to use it. What it means for sure is that we’re going to expand all of the ray tracing features forward.

Kevin Örtegren: It’s another really good argument for hardware Lumen. If you start there, you can scale up easily and add super high-end features like MegaLights.

Charles Tremblay: I don’t want to go into too much detail, and don’t want to over-promise, but it’s something that’s super important to us, if people pay good money for hardware, we want them to have what the game can provide, not a simplified experience. The company started as a PC company, and we want to have the best experience for the PC gamer. But it’s too early to say what it’ll mean for The Witcher 4.

There’s also the Xbox Series S. What would it take to get this demo running on something with less memory and less GPU resources?

Charles Tremblay: I wish we had already done a lot of work on that, but we have not. This is something that’s next on our radar for sure. I would say that 60fps will be extremely challenging – it’s something we need to figure out.

The interview continues beyond this question, but due to time and space constraints we’ll conclude things there. Please do check out the full video interview above. Thanks to our panellists at CDPR and Epic for contributing their time and expertise.



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June 17, 2025 0 comments
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816,760% Profit Triggers Epic Ethereum Whale Awakening After 9 Years of Silence
NFT Gaming

816,760% Profit Triggers Epic Ethereum Whale Awakening After 9 Years of Silence

by admin June 16, 2025


One of Ethereum’s oldest wallets has just been revived, and the numbers are truly mind-blowing.

According to blockchain tracking service Whale Alert, a dormant pre-mine address holding 2,000 ETH worth just $620 back in 2015 has been activated after nearly 10 years of silence. At today’s price, that stash is valued at over $5 million — a staggering 816,760% gain.

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The wallet address “0xcF264” has been confirmed as a Genesis Block participant, and it’s linked to one of Ethereum’s original funding addresses. After years of inactivity, it suddenly moved 500 ETH worth $1.27 million to another wallet, “0x2C12,” just 11 hours ago, which obviously led to speculation about the intent behind the transaction.

💤 A dormant pre-mine address containing 2,000 #ETH (5,063,918 USD) has just been activated after 9.9 years (worth 620 USD in 2015)!https://t.co/G0i8Rif0XX

— Whale Alert (@whale_alert) June 14, 2025

Even after offloading 500 ETH, the whale still holds 1,500 ETH, worth about $3.78 million at market price of $2,517 per ETH.

This reactivation is happening at a time when the market is a bit more volatile for Ethereum, with the asset recovering from recent lows but still trading far below its all-time highs of around $4,800.

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The chart speaks for itself — Ethereum has seen multiple boom-bust cycles over the past nine years, and this whale has essentially ridden them all out. The timing of the movement is interesting, especially with ETH price trying to break out from a bigger consolidation range.

Events like this are often seen as big deals, not just because of their market impact, but also the psychological impact they have.

When wallets that haven’t been active for a long time start moving, especially ones from the early days of Ethereum, it makes you wonder: Is the whale selling, moving for security, or planning something more strategic?





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June 16, 2025 0 comments
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Clash of Clans: The Epic Raid arrives on Kickstarter June 17th
Esports

Clash of Clans: The Epic Raid arrives on Kickstarter June 17th

by admin June 14, 2025


Clash of Clans: The Epic Raid will be live on Kickstarter June 17th:

Maestro Media, in collaboration with mobile game company Supercell, is excited to announce the upcoming launch of Clash of Clans: The Epic Raid on Kickstarter. Created by award-winning designers Eric M. Lang and Ken Gruhl, this immersive new board game brings the Clash of Clans world into a thrilling tabletop format. Players will build their bases, deploy troops, and raid opponents in fast-paced, strategic battles that capture the excitement and energy of the original game.With over 120 billion hours of gameplay worldwide, Clash of Clans is a global phenomenon, and now fans can experience its universe in an entirely new way. Early Kickstarter backers will receive an exclusive Golden Barbarian King miniature!



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June 14, 2025 0 comments
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Epic Games continues war against Fortnite cheaters, files lawsuit against another cheat developer
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Epic Games continues war against Fortnite cheaters, files lawsuit against another cheat developer

by admin June 12, 2025


Epic Games has announced publicly it has filed a lawsuit against an individual it alleges has developed and sold cheats for Fortnite.

This latest venture in Epic Game’s ongoing war against those who create, sell, and use cheats was announced via the company’s own Twitter account. There, the company posted:

“We filed a new lawsuit against an individual who developed and sold cheating software that helped players see through walls and auto aim. We’re also going after people who helped sell this software. Creating and selling software to help others cheat is against the rules and we’ll keep fighting to keep it out of Fortnite.”

A new Fortnite season was revealed recently. Check it out!Watch on YouTube

According to Polygon, the lawsuit has been filed in the U.S. District Court for the eastern district of North Carolina where the company is headquartered. It alleges Ediz Atas, also known as Sincey Cheats and Vanta Chearts, has been making and selling cheats since “at least January 2023”.

Epic alleges in the lawsuit that after DMCA takedowns were issued to YouTube videos featuring these cheats, “Sincey Cheats sent multiple emails to YouTube’s designated copyright agent impersonating an Epic employee and falsely claiming that Epic wanted to ‘formally reverse [its] claim of copyright infringement'” by using fake Epic Games email addresses.

Epic also claims its has issued tens of thousands of bans against Fortnite accounts that used cheats from Sincey Cheats since 2022, including over 15,000 bans on US-based Fortnite accounts.

The lawsuit is also asking for compensation for damages from five unnamed individuals who distributed these cheats over platforms like Discord and Telegram. The amount is unknown.

In case you didn’t know, Epic Games has proven especially litigious when it comes to Fortnite cheaters. In 2022 Epic forced a cheat creator to pay up in Australian court following a legal victory, donating the winnings to charity.

Epic also sued a player who used cheats during a massive multi-million dollar tournament to give back any prize money they won, and make a cathartic public apology to boot!

The company is not alone in its struggle against cheats. Activision has also been fighting against cheats, winning £11.3m in court against a Call of Duty cheat maker. Bungie has been in those trenches too, winning a $4.4m lawsuit against Destiny cheat seller Aimjunkies.



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June 12, 2025 0 comments
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Epic sues creator and resellers of Fortnite cheat software
Esports

Epic sues creator and resellers of Fortnite cheat software

by admin June 11, 2025


Epic Games has filed a new lawsuit against Fortnite cheat software developer, Sincey Cheats and Vanta Cheats.

The legal case, as spotted by Polygon, is targeting both the creator of the aimbot software and a number of their resellers. The case has been filed in North Carolina, where Epic Games is headquartered, with Epic reporting it has taken action against “tens of thousands of Fortnite accounts” that have been caught using Sincey Cheats cheat software since February 2022. In the U.S. alone, Epic purports it has banned “over 15,000” accounts.

Epic Games alleges that Ediz Atas, aka Sincey Cheats and Vanta Cheats, has profited from developing and selling cheat software for its prized battle royale Fortnite “since at least January 2023.” The firm says the software gives players unfair advantages against players who don’t cheat, breaching its EULA and circumventing the developer’s anti-cheat software. It also alleges this hurts Epic’s bottom line, as widespread cheating could put legitimate players off, resulting in a loss of sales in season passes and cosmetics.

The company is also suing five unnamed defendants for reselling the software.

Though Epic did not indicate a dollar amount for compensation, Polygon said it’s suing for statutory and compensatory damages for lost profits, attorney’s fees, and other costs associated with the lawsuit.

The SAG-AFTRA union recently filed an unfair labor practice charge with the National Labor Relations Board against Epic Games for using AI to portray Darth Vader in Fortnite.



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June 11, 2025 0 comments
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