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FPS

A screenshot from Gallipoli showing two soldiers in battle
Product Reviews

Not content with making three WW1 first-person shooters already, the creators of Verdun and Isonzo are now making a Gallipoli FPS

by admin August 19, 2025



BlackMill Games has been making World War 1 shooters for over a decade now, first with Verdun, and then with Tannenberg and Isonzo. Now it’s making Gallipoli, which will shift focus to the Middle Eastern theatre, to dramatize the battles between the Triple Entente and the Ottoman Empire.

While it’s not as well-known as other WW1 campaigns, the landing at the Gallipoli Peninsula, and the ensuing long stalemate, was an especially bloody encounter. Over ten thousand members of the Australian and New Zealand Army Corps were killed during the campaign, which is commemorated annually on ANZAC Day in Australia and New Zealand.

For what it’s worth, the only other modern videogame depiction of the campaign is in the Battlefield 1 mission The Runner (which itself seems to borrow heavily from Peter Weir’s 1981 film Gallipoli).


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The move east promises to make BlackMill’s fourth WW1 game a little more varied: according to its Steam page it’ll traverse “coastal dunes, dry deserts, urban areas and more”. In addition to the Gallipoli campaign it’ll also move further east to take in the Mesopotamian campaign, which reached as far as modern day Iraq. Players will side with either the Ottoman Empire or the Entente (BlackMill specifies “the British”).

As before, Gallipoli is a squad-based shooter heavily focused on choosing a class and sticking with it: If you’re the stretcher bearer, you better not be caught sprinting across no man’s land to increase your KD ratio. Public matches will be populated with AI bots to accurately convey the sense of scale, though these can be toggled off in custom matches.

It’s due to hit Steam some time in 2026, and the reveal trailer is below.

WW1: Gallipoli – Official Reveal Trailer – YouTube

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August 19, 2025 0 comments
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Death Stranding 2
Product Reviews

It’s been so long since I played a 30 fps console game, it took me a week to realize Death Stranding 2 was literally giving me headaches

by admin June 25, 2025



Just over a week ago, after devoting half my Sunday to delivering packages across the continent of Australia in Death Stranding 2: On the Beach, I went to bed with a dull ache behind my temples. I wrote it off as a likely symptom of the usual suspects: maybe I hadn’t drunk enough water, or by snacking my way through the afternoon instead of having a proper meal, by the time I had dinner the headache was already settling in as a side effect of hunger. Maybe lack of caffeine? It’s not like I’d spent all day glued to the TV, which can sometimes leave my brain buzzing and desperate for a break.

But by Tuesday I had a new suspect: Death Stranding 2.

I didn’t start to blame the new PlayStation 5 game, which I’ve been playing for the past week and a half, until last Tuesday, when I went to bed with a pounding headache. It was the kind you wake up from in the middle of the night and immediately notice the absence of, relieved of a tiny subconscious irrational fear that your brain could just be like that now. Tuesday had otherwise been normal: I’d worked most of the day and felt fine, then played about two hours of Death Stranding in the evening. That was all it took for the ache to start burrowing in.


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Nothing in the game seemed like an obvious trigger. Wearing a VR headset for long enough is guaranteed to give me a light headache or nausea, but Death Stranding 2’s standard third-person camera is basically videogame comfort food, easily digested. And the game doesn’t suffer from dramatic framerate drops or the kind of zoomed-in first-person FOV that can often cause nausea.

The only thing it suffers from, as a console game, is running at 30 frames per second. But after years of primarily gaming on PC, apparently that’s all it takes to mess my brain up good.

Like most big budget, high fidelity games on the PS5, Death Stranding defaults to a “quality mode” when you launch it, prioritizing resolution, but it doesn’t advertise that fact. You wouldn’t know there’s a performance mode unless you go into the options menu’s graphics settings tab, which has only two entries: screen brightness and graphics mode, which can be flicked over to “prioritize performance” to lock the framerate at 60 fps instead of 30.

Death Stranding 2: On The Beach – PS5/PS5 Pro – Digital Foundry Tech Review – 4K HDR – YouTube

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In a PC game that tab would be my first port of call, but for the first few days I was playing Death Stranding 2 I didn’t even bother checking it, because I knew I wouldn’t find the granular settings for things like texture quality and draw distance and anti-aliasing I’m used to on PC.

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Besides, the game looked great! So I just started playing it. And also started getting headaches.

I grew up playing loads of console games at 30 fps or worse (ahh, Nintendo 64) without issue, but over the last decade or so it’s become more and more of a rarity for me. I’m used to locking games to at least 60 fps on my 144Hz monitor. On my Steam Deck, the types of games I tend to play at 30 fps don’t involve much rapid action: Dorfromantik is as chill as they come.

So either my brain’s somehow grown more vulnerable to strain from lower framerate games altogether, or there’s something about Death Stranding 2 that I found especially nauseating. (Screen size could also be a factor, since the Steam Deck doesn’t dominate my view the way my 60″ TV does).

When I sat down to play the game on Wednesday, I opened the meager graphics menu for the first time and switched it to performance mode. It immediately felt like breaking free from the tar pits that pockmark Death Stranding’s world. Everything was moving so fast. The animations and protagonist Sam’s responsiveness to my button presses were suddenly so snappy I couldn’t believe what I’d been tolerating for the last few days.

Flipping back and forth between the two graphics modes now, I think the most likely culprit for my headaches is the camera—spinning it around at 30 fps makes me a little queasy. Perhaps stronger motion blur would help cover up the choppiness of the refresh rate, but I’m not sure that would be an outright cure.

(Image credit: Kojima Productions)

I think the bigger issue is responsiveness. I’ve gotten so used to a game leaping to enact my inputs within every 16.67 millisecond window—the time it takes to generate a frame at 60Hz—that waiting double that time for each button press or analog stick flick, plus 20 milliseconds of input lag from my TV and a few more from the wireless controller, is now just too jarring. Like when I’m playing a VR game and the refresh rate of the screen is a smidge too low to perfectly match every little motion of my head, there’s a disconnect between what my brain’s seeing and what it thinks it should be seeing.

I’m thankful Death Stranding 2 has a performance mode on consoles, and for players who are happy with 30 fps, the game runs extremely steadily in that mode. I’m now happily headache free despite playing 20-something hours of the game in the last few days. But it also renewed my appreciation for the fact that even the most barebones PC port today will likely still offer enough graphical options to hit 60 fps on years-old hardware.

Yeah, we’re still struggling with unoptimized games like Monster Hunter Wilds and the stutter epidemic. But between standard graphics settings, upscaling tech like DLSS and FSR, frame generation, and community-made tools like Special K that help smooth out performance, these days 60 fps is a lot closer to the floor for PC gaming frame rates than it is the ceiling. And judging by the quality of the first game’s excellent PC port, when Death Stranding 2 does finally arrive on PC it’ll be an even better version of an already stunning game.



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June 25, 2025 0 comments
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New Steam Performance Overlay
Product Reviews

How to use Steam’s in-game performance monitor to display real FPS with DLSS or FSR frame generation active

by admin June 24, 2025



Steam’s new in-game overlay performance monitor is in a public beta, allowing users to see the real FPS, including with DLSS and FSR frame generation, and today I’ll show you how to install and configure it.

On my Steam Deck and recent Linux gaming PC experiment, I use MangoHud to display live performance stats while I play; in fact, a version of it comes ready to go on Steam Deck. But there is a new means to monitor your performance, and it comes directly from Valve.

First, what fresh features does this new monitor bring to the table? As you would expect, it reports the same as every other performance monitor:

  • FPS
  • CPU and GPU performance (including graph)
  • System and GPU RAM usages
  • System temperatures

But with Steam’s new in-game performance monitor, we can also see when DLSS / FSR frame generation has been enabled. Yes, the new Steam performance monitor can detect frame generation technologies and provide us with both the DLSS/FSR framegen-enhanced FPS and the baseline FPS in one-second intervals. With this, we can see, at a glance, the FPS boost provided by frame generation. If we are not using any form for frame generation, then we only see one set of FPS values. If frame generation is in use, we get both sets of FPS counters.

Does the new performance monitor work in Linux? Yes, it does! I just tested it with my Bazzite setup, currently in the lounge, ready for a quick gaming session. So, how can you get this working with your setup? I’ve detailed all the steps that you will need to do to get this working on your Windows and Linux gaming PC.


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How to install the new Steam in-game performance monitor

1. Click on Steam and Settings.

(Image credit: Tom’s Hardware)

2. Click on Interface and under Client Beta Participation select “Steam Beta Update”.

(Image credit: Tom’s Hardware)

3. Restart Steam for the change to take effect.

(Image credit: Tom’s Hardware)

4. Click on Steam and Settings.

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(Image credit: Tom’s Hardware)

5. Scroll down to “In Game” and the right side of the window will update.

(Image credit: Tom’s Hardware)

6. Scroll down the In Game section to Overlay Performance Monitor and select Show performance monitor. Change the drop down value to your requirement. I chose the top left of the screen.

(Image credit: Tom’s Hardware)

7. Under Performance detail level, select your required level of detail. I chose to show everything!

(Image credit: Tom’s Hardware)

8. Unless you are blessed with excellent eyesight. Change the text scaling level and the background opacity. The further up the scale, the larger the text, the darker the background.

(Image credit: Tom’s Hardware)

9. Close the window and start your chosen game. The new performance overlay will appear.

(Image credit: Tom’s Hardware)

Why did I mention changing the text scaling level? Because on my first go, the text was incredibly hard to read!

Image 1 of 2

(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)



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June 24, 2025 0 comments
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AMD FidelityFX Super Resolution slide deck
Product Reviews

Enthusiast hacks FSR 4 onto RX 7000 series GPU without official AMD support, returns better quality but slightly lower fps than FSR 3.1

by admin June 18, 2025



A Reddit user has shared on r/radeon how they were able to run FSR 4 on their Sapphire Radeon RX 7900 XTX, despite not being officially supported by AMD. Currently, FSR 4 only runs on AMD’s 9000-series GPUs because it requires architecture that isn’t readily available on older CPUs. However, Reddit user Virtual-Cobbler-9930 said that the latest Mesa update for Linux allows the older GPU to emulate FP8 precision via FP16, which FSR 4 uses for its machine learning-powered upscaling. This means that the 7900 XTX can run it even without the necessary hardware — albeit, at the cost of some performance.

Virtual-Cobbler-9930 used the OptiScaler DLL injection tool to force games to support FSR 4, which modders previously used to enable it manually in games that only supported DLSS 2 or XeSS. After that, you only need a couple of commands, and you’re golden. According to the user, a stable release of Mesa is expected to arrive by August, so these patches should be automated with the driver by then — that is, unless AMD asks them to remove the feature.

Aside from the RX 7900 XTX GPU, the user also had an AMD Ryzen 7 7700X CPU set to a 65-watt limit and 128 GB of DDR5 RAM, running the Arch Linux operating system. They then tested three games with FSR 4 — Cyberpunk 2077, The Elder Scrolls IV: Oblivion, and Marvel Rivals. In general, FSR 4 was able to achieve a slightly better quality than FSR 3.1 in all titles and also provided better fps numbers compared to running the games in native 4K resolution.

FSR4 on RDNA3 (7900xtx) tests from r/radeon

The user says that the difference was massive with Cyberpunk 2077, especially as FSR 4 delivered better detail compared to regular FSR 3. However, this resulted in about a 33% drop in fps — from 85.06 average at quality preset to just 56.28 (which is still quite playable). He suggested enabling frame gen or lowering the quality if you want to get higher frame rates, as FSR 4.1 has no smirring and delivers better grass and bush texture for this title. We also get the same story with Oblivion — a drop in performance (this time from 46 to 36 fps) in exchange for slightly better quality. It’s only with Marvel Rivals that FSR 4 didn’t offer better visual quality to make the fps drop palatable.

However, FSR 4 on the RX 7900 XTX only makes sense when you’re playing at 4K resolution. If you scale down to a lower resolution, such as 1080p, you won’t get higher performance because of your hardware’s limitation. It’s likely for this reason, and the minor quality difference you get versus the performance hit you’ll take, that AMD did not implement FSR 4 in older tech. But if you’re one to push your gear to its limits, then you can try using this technique to run AMD’s latest upscaling tech on unsupported GPUs.

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June 18, 2025 0 comments
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Halo Infinite Mark V armor
Gaming Gear

The FPS genre is addicted to sprinting and clambering, but Halo just proved we’re better off without them

by admin June 14, 2025



Whenever I tell friends that I’m still playing Halo Infinite in 2025, the reactions are usually somewhere between confusion and open laughter. No, it’s not dead, and yes, 343 (now Halo Studios) still adds stuff to it—battle passes, the occasional gun, and frequent map packs created by the Forge community.

This week kicked off a Halo 3 nostalgia event, marked by the return of 2007 armor sets and remakes of 11 Halo 3 maps bundled into a special playlist. But the mode doesn’t only turn back the clock on maps, it also recreates the feel of Halo 3—that means no sprint, no clamber, player collision turned on, and jump height increased.

I’ve been playing Halo Infinite with Halo 3 rules nonstop for days, so I’m sure it’s not just the nostalgia talking when I say it’s the most fun I’ve had with Halo since Reach. This slower, more methodical version of Halo is better—it always was, really—and I believe it should serve as the blueprint for Halo’s future.


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Subtracting sprinting and mantling restores Halo’s distinct rhythm. With everyone running at the same jogging pace, sticking with teammates takes less effort, vehicles are more valuable, and death has more meaning when you can’t just sprint back into the fight within 10 seconds.

The ramped-down pace has me more focused and aware of my surroundings, so much so that I’m questioning if I ever liked sprinting in the first place, or if it just felt like a feature that’s supposed to be there because it’s an FPS. Just like in Call of Duty, running at full speed with my gun down gets me killed a lot more often than it gets me kills—as such, taking sprint off the table entirely is like Halo slapping the pack of cigarettes out of my hand. What’s the rush?

Above: When maps are built with Halo speed in mind, there’s never a lack of action.

No sprint kicks a nasty habit that never served Halo’s floaty movement in the first place, but no clamber? That’s a real eye-opener. The ability to automatically catch any ledge, another feature that just sorta showed up in Halo 4 because every other shooter had it, shaved off a lot more skill expression in Halo than I realized.

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With clambering, jumping from A to B is essentially automatic. Without it, even rudimentary jumps become legit skill checks. You have to learn the ins and outs of Halo’s gravity (turned down in the Halo 3 playlist to mimic the original game) until you can sense the arc of a jump before you take it. Sticky ledge grabs can’t bail you out of an ill-considered leap. This week, I crouch-jumped in Halo for the first time in 15 years, and it was lovely.

(Image credit: 343 Industries)

It’s remarkable how naturally Halo’s weapon sandbox slots into this throwback movement. The version of the playlist with SMG starts instead of battle rifles highlights the benefits of slowing the game back down: Halo is at its best when you spawn with a gun that you’d rather swap for something better. Base Infinite makes closing the distance so easy that you can always make a starter gun work for you, but with no sprint, the MA5K Avenger (Infinite’s version of the SMG) is appropriately situational.

Dang, it’s almost like Bungie knew what it was doing in 2001, 2004, and 2007.

Addition by subtraction. Maybe it was a mistake for Halo to blindly adhere to 2010s FPS movement conventions established by the rise of Call of Duty and Titanfall. I embraced the change at the time, but in our modern era of live service shooters cannibalizing each other for attention, I think Halo has more to gain by being different. In this case, the old really does feel new again.



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June 14, 2025 0 comments
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Ian Proulx
Product Reviews

‘I’m not here to apologize but I am here to clarify’: Splitgate 2 boss says his Make FPS Great Again hat is ‘not a political statement’

by admin June 7, 2025



Splitgate 2 launched a battle royale mode live at Summer Game Fest today. 1047 Games CEO and co-founder Ian Proulx took the stage himself to announce the news while slamming the state of shooters. Almost immediately, reactions to the segment weren’t as much about Splitgate 2 as Proulx’s peculiar fashion choice: a black “MAKE FPS GREAT AGAIN” hat.

In response to negative reactions to the CEO’s donning of the Trump slogan riff, Proulx said to take the hat at face value.

“I’m not here to apologize but I am here to clarify. This is not a political statement, it is quite literally what it says, so take it at face value,” Proulx said via the official Splitgate X account. “The state of multiplayer FPS games is tragically stale. We hope to fix that, whether you want Arena, Battle Royale, Onslaught, or Map Creator.”


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Alongside the statement was a photo of a smiling Proulx with the MFPSGA hat and a thumbs up, which strikes me as a cavalier response to the suggestion from critics that invoking the decade’s most politically-charged combination of words has significance beyond face value.

(Image credit: Ian Proulx via X)

Meanwhile, players were surprised to find that today’s Splitgate 2 battle royale update also included a shop refresh with an $80 skin bundle, far in a way the most expensive item sold in the free-to-play FPS yet. An influx of Splitgate 2 players checking out the battle royale also caused XP to break again. 1047 says it’s working on a fix.

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June 7, 2025 0 comments
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