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performance

Randy Pitchford calls Borderlands 4 "pretty damn optimal" amidst PC performance complaints
Esports

Randy Pitchford calls Borderlands 4 “pretty damn optimal” amidst PC performance complaints

by admin September 17, 2025


Gearbox Software CEO Randy Pitchford has called Borderlands 4’s performance “pretty damn optimal” in response to complaints about the game’s optimization on PC.

In a series of X posts on September 15, 2025, Pitchford appeared to put the onus of performance issues on players, saying: “Every PC gamer must accept the reality of the relationship between their hardware and what the software they are running is doing.”

“We have made an amazing and fun and huge looter shooter campaign game,” he continued. “The game is pretty damn optimal – which means that the software is doing what we want without wasteful cycles on bad processes.

“With Borderlands 4, every PC gamer has a lot of tools to balance their preferences between FPS, resolution, and rendering features. If you aren’t happy with the balance between these things you are experiencing, please tune to your preferences using the tools available to you.”

The CEO also claimed it is “absolutely reasonable” for developers of a campaign looter shooter to “focus on default settings achieving 30fps on minimum specification and 60fps on recommended specification.”

“It is a mistake to believe or expect that PCs between minimum specification and recommended specification can achieve all of extremely high frame rate, maximum/ultra features, and extremely high resolution,” Pitchford continued.

“If that last post makes you have a negative reaction, I bet you have emotions and expectations that you feel aren’t sufficiently attended to. I’m sorry.

“But please accept that the game is doing a lot and running pretty optimally and that you may have to either accept some trade offs between fps, features and resolution as your preference or you will continue to be disappointed.”

Pitchford insisted Borderlands 4 has “few real issues,”, and those that do persist are “affecting a very, very small percentage of users.”

“We are fixing those and many are already fixed,” he said. “We are also doing significant work on PC performance and, well, everything else that is coming at us. We’re not stopping.”

However, Pitchford recommends fans don’t wait for these fixes and instead “make the trade offs to prioritize what is important to you,” suggesting players reduce resolution to address FPS issues and utilise Nvidia’s AI-powered DLSS technology to improve visuals.

In response to Pitchford’s posts, multiple players highlighted the PC performance issues they’ve had with Borderlands 4, primarily citing unstable frame rates, even at lower graphics settings.

In its analysis of Borderlands 4’s PC performance, Digital Foundry (which tested the game on a high-end PC) also highlighted stuttering, 30 fps cutscenes, and frame rate drops as some of the game’s “pervasive” issues.

In addition, since its launch on September 11, 2025, Borderlands 4 has received numerous negative reviews on Steam, with players citing performance, optimization, and crashes as major reasons for not recommending the game, resulting in a Mixed overall rating.

Despite these issues, Borderlands 4 has surpassed 300,000 concurrent players on Steam, putting it ahead of Skyrim, Halo Infinite, and Rust when it comes to the platform’s most-played games of all time.



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September 17, 2025 0 comments
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Battlefield 6
Game Updates

Battlefield 6 Devs Were Extremely Focused On Optimization And Performance

by admin September 17, 2025


After playing Battlefield 6′s open beta last month, I was impressed by how well it performed on console. And footage of the beta running on an Nvidia 1060 GPU, a nearly decade-old card at this point, further impressed me. So when I recently talked to some of the devs about BF6, I was curious how the team made it run so well, and they explained it was about not pushing consoles too hard and always optimizing during development.

During my video call with Battlefield 6 technical director Christian Buhl, I asked if he felt like the current generation of consoles was tapped out and needed to be replaced or if they still had some performance to squeeze out of them. He told Kotaku that while he always feels like “there’s more room to improve performance,” he doesn’t expect devs to “double frame rates” in future PS5 and Xbox Series X/S games at this point. And with Battlefield 6, the studios working on it weren’t even trying to push these consoles to some theoretical breaking point. Instead, the goal was always to make an online FPS that ran very well.

“We also were intentionally not trying to push super hard on [PS5/Xbox Series X/S,]” said Buhl. “We didn’t want to push to the edge and fail. We wanted to make sure that we had an experience that we could optimize, that we could get to the point where it was going to run reliably at 60 frames per second, or, you know, over 80, whatever settings you preferred. And that was our focus, right? Like, get stuff in there, get it performant, and then add [more].” 

Buhl admitted that in the past, developers working on Battlefield games had a different approach. Often teams would “build a bunch of cool shit and then try to make it work.” This time around, that wasn’t the case, and Buhl told me that during development, Battlefield 6 had to “constantly be working; it had to constantly be performant.”

“Obviously, it’s not like we’re 100 percent hitting our targets throughout development. But every time we [dropped] too low, we put performance optimization efforts in place, paused work, [and said], ‘You can’t add stuff until we get this optimized,’” explained Buhl. “So that we could kind of make sure that at the end, we weren’t trying to do this giant lift of taking it from 30 frames to 60 frames, or something like that. We were taking it from, like, 55 to 60, right? And that’s a much more feasible effort.”

The ongoing debate around video game performance

Battlefield 6 on consoles does still use upscaling tech. Buhl confirmed to Kotaku that on PS5 and PS5 Pro the game uses PSSR. And on all consoles, FSR is available too. But it’s clear the devs were focused intently during development on shipping a game that ran well no matter where you played it, even if that meant cutting back visuals or effects.

The topic of video game optimization has become a hot one following the release of Borderlands 4 last week. Many claim the highly anticipated looter shooter is poorly optimized on PC and console, with players complaining about having to use low settings and DLSS to run the game on beefy rigs. For a point of comparison, BF6 is pretty playable on a 1060. Borderlands 4 is very much not. That card is below the minimum PC specs for both games.

In my experience on both PS5 and PC, Borderlands 4′s performance has definitely disappointed me. Especially on PS5, where some others and I have run into an issue where the game’s framerate drops lower and lower as you play longer and longer. Gearbox CEO Randy Pitchford has pushed back on these criticisms, claiming the game is very well optimized for what it is and has suggested some players need to lower settings. And if you aren’t happy, you can just return the game and get your money back.

Battlefield 6 is out on October 10 on PS5, Xbox Series X/S, and PC. EA told me the game will support 60FPS on all platforms, even Xbox Series S, and on some machines, like the PS5 Pro, the game can exceed that framerate.



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September 17, 2025 0 comments
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"The game is pretty damn optimal" - Randy Pitchford responds to Borderlands 4 PC performance complaints
Game Reviews

“The game is pretty damn optimal” – Randy Pitchford responds to Borderlands 4 PC performance complaints

by admin September 16, 2025


Gearbox Software boss Randy Pitchford has been busy defending Borderlands 4 against complaints of poor game performance on PC. He said the game was “pretty darn optimal” and that people shouldn’t expect to be able to run it in huge resolutions at max settings and get incredible frame-rates.

“Every PC gamer must accept the reality of the relationship between their hardware and what the software they are running is doing,” Pitchford wrote on X. “We have made an amazing and fun and huge looter shooter campaign game. The game is pretty damn optimal – which means that the software is doing what we want without wasteful cycles on bad processes.

“With Borderlands 4, every PC gamer has a LOT of tools to balance their preferences between FPS, resolution, and rendering features. If you aren’t happy with the balance between these things you are experiencing, please tune to your preferences using the tools available to you.”

Watch on YouTube

It’s “absolutely reasonable” for a looter shooter like Borderlands 4 to focus on achieving 60 frames-per-second at recommended settings, he said, presumably meaning rather than anything higher. But you can’t have it all. If you want all the visual effects and a very high resolution, you’ll have to trade-off against frame-rate, he said, and vice versa.

“It is a mistake to believe or expect that PCs between minimum specification and recommended specification can achieve all of extremely high frame rate, maximum/ultra features, and extremely high resolution,” Pitchford wrote. “If that last post makes you have a negative reaction, I bet you have emotions and expectations that you feel aren’t sufficiently attended to. I’m sorry.

“But please accept that the game is doing a lot and running pretty optimally and that you may have to either accept some trade offs between fps, features and resolution as your preference or you will continue to be disappointed.”

For its part, Gearbox is doing “significant” work on PC performance, Pitchford said, and it’s fixing the “few real issues” affecting a “very, very small percentage of users”. In the meantime, Pitchford recommended lowering resolution or using a scaling resolution solution like DLSS to improve the performance of your game. “The game was built to take advantage of it,” he said. “This is not a competitive FPS.”

Poor PC performance of Borderlands 4 led to a glut of negative Steam reviews during launch weekend, where the game currently sits on an overall review average of “Mixed”. It has, however, had a seemingly very popular opening weekend, reaching a high of just over 300K concurrent players.

But it’s not just the PC version of Borderlands 4 that’s having some technical headaches. Console players have been struggling with a lack of customisable control over the game’s field of vision (FOV) – a setting players have control over on PC – and are finding it too zoomed in, and it’s making people feel sick.

Pitchford responded to these concerns by first claiming there is no motion blur in Borderlands 4, as some people had thought there was. Then, bizarrely, by explaining that the reason there is no FOV slider in the console versions isn’t due to performance issues but because “it might affect fairness”. But what he meant by that wasn’t entirely clear. “I can’t really talk about it yet,” was all he said. Though he did later add: “Be aware – you have no idea what the team and I were planning and how FOV slider might affect fairness with such a thing.” Some kind of competitive multiplayer mode, perhaps?

He then posted a poll to gauge how much people wanted a FOV slider in the game. The result was overwhelming: nearly three quarters of all poll responders chose the strongest affirmative answer – “FOV slider or GTFO!”

Borderlands 4 was released at the end of last week, but as we weren’t supplied with game-code ahead of the release, we had no review for you. We do now have a review in the works but, as we want to be thorough, it may take a few days.



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September 16, 2025 0 comments
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Borderlands 4
Product Reviews

Is Borderlands 4 the new Crysis? Official GPU setting recommendations peg 4K performance with the RTX 5090 at 60 FPS, with DLSS and frame generation enabled

by admin September 16, 2025



Video game publisher 2K Games has released an extensive list of recommended graphics settings for Borderlands 4 across Nvidia and AMD GPUs at 1080p, 1440p, and 4K. These presets are said to offer players a reliable baseline, something that many found missing right after the game’s launch last week.

The official requirements for Borderlands 4 highlight just how demanding the game is across GPU generations, and the results aren’t flattering by any means. If we look at Nvidia, the minimum requirements list the RTX 2070, which can barely scrape by at 1080p, managing just 30 FPS with DLSS upscaling, along with low settings for textures, shadows, and foliage. A smoother 60 FPS gaming experience at 1080p requires an RTX 3060 Ti. If you want to play the game smoothly at 1440p with 60 FPS, the RTX 3080 12GB is the minimum requirement, but not without DLSS and demanding texture features set to medium.

Swipe to scroll horizontallyRecommended graphics settings for Borderlands 4 at 1080pRow 0 – Cell 0

RTX 2070 (30 FPS)

RTX 2080 Ti (30 FPS)

RTX 3050 8GB (30 FPS)

RTX 3060 Ti (60 FPS)

RTX 3070 Ti (60 FPS)

RTX 3080 12GB (60 FPS)

RTX 3090 Ti (60 FPS)

RTX 4060 Ti (60 FPS)

RTX 4070 Ti Super (60 FPS)

RTX 4080 Super (60 FPS)

RTX 4090 (60 FPS)

RTX 5050 (60 FPS)

RTX 5060 (60 FPS)

RTX 5060 Ti (60 FPS)

RTX 5070 (60 FPS)

RTX 5070 Ti (60 FPS)

RTX 5080 (60 FPS)

RTX 5090 (60 FPS)

Display mode

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

Full-screen

V-Sync

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Off

Anti-aliasing

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Disabled

Upscaling method

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

DLSS

Upscaling quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

Quality

DLSS FG

–

–

–

–

–

–

–

On

On

On

On

On

On

On

On

On

On

On

DLSS MFG

–

–

–

–

–

–

–

2X

2X

2X

2X

4X

4X

4X

4X

4X

4X

4X

Nvidia Reflex

On

On

On

On

On

On

On

On

On

On

On

On

On

On

On

On

On

On

HLOD loading range

Near

Medium

Near

Far

Far

Far

Far

Far

Far

Far

Far

Medium

Far

Far

Far

Far

Far

Far

Geometry quality

Low

Medium

Low

High

High

High

High

High

High

High

High

Medium

High

High

High

High

High

High

Texture quality

Low

Medium

Low

High

High

Very high

Very high

High

Very high

Very high

Very high

Medium

High

High

Very high

Very high

Very high

Very high

Textures streaming speed

Medium

High

Medium

Very high

Very high

Very high

Very high

Very high

Very high

Very high

Very high

High

Very high

Very high

Very high

Very high

Very high

Very high

Anisotropic filtering quality

Off

x4

Off

x4

x4

x4

x16

x4

x4

x16

x16

x4

x4

x4

x4

x16

x16

x16

Foliage density

Off

Very low

Off

Low

Medium

Very high

Very high

Low

Very high

Very high

Very high

Very low

Low

Medium

Very high

Very high

Very high

Very high

Volumetric fog

Low

Low

Low

Low

Medium

Very high

Very high

Low

Very high

Very high

Very high

Low

Low

Medium

Very high

Very high

Very high

Very high

Volumetric cloud

Low

Low

Low

Low

Medium

Very high

Very high

Low

Very high

Very high

Very high

Low

Low

Medium

Very high

Very high

Very high

Very high

Shadow quality

Low

Low

Low

Low

Medium

Very high

Very high

Low

Very high

Very high

Very high

Low

Low

Medium

Very high

Very high

Very high

Very high

Directional shadow quality

Low

Low

Low

Low

Medium

High

Very high

Low

Very high

Very high

Very high

Low

Low

Medium

High

Very high

Very high

Very high

Volumetric cloud shadows

Disabled

Disabled

Disabled

Disabled

Enabled

Enabled

Enabled

Disabled

Enabled

Enabled

Enabled

Disabled

Disabled

Enabled

Enabled

Enabled

Enabled

Enabled

Lighting quality

Low

Low

Low

Medium

Medium

Medium

High

Medium

High

Very high

Very high

Low

Medium

Medium

Medium

High

Very high

Very high

Reflections quality

Low

Low

Low

Low

Low

High

Very high

Low

Very high

Very high

Very high

Low

Low

Low

High

Very high

Very high

Very high

Shading quality

Low

Medium

Low

Medium

Medium

High

High

Medium

High

High

High

Medium

Medium

Medium

High

High

High

High

Post-process quality

Low

Low

Low

Medium

High

Very high

Very high

Medium

Very high

Very high

Very high

Low

Medium

High

Very high

Very high

Very high

Very high

More settings have been listed by 2K Games for Nvidia GPUs and AMD GPUs.


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On paper, the RTX 5090 stands out as the most powerful gaming graphics card available, and Borderlands 4 puts that muscle to good use. According to 2K’s recommendations, it’s the only GPU positioned to run Borderlands 4 at 4K (with DLSS and frame generation enabled) while pushing nearly every visual setting to the max. Notably, these recommendations only target a minimum of 60 FPS, which feels less than impressive for a flagship-grade GPU that costs upwards of $3,000.

On the other hand, the Radeon RX 5700 XT from AMD serves as an entry point for 1080p, although this can only be achieved using FSR and reduced settings for shadows and lighting to maintain frame rates at 60 FPS and above. As for mid-range GPUs like the RX 6700 XT and RX 7700 XT, they should be good enough at 1440p while maintaining much of the game’s visual quality. At the higher end, the RX 6950 XT and RX 7900 XTX push into 4K territory, but still rely on FSR in Balanced or Performance mode to deliver consistent performance.

AMD’s latest Radeon 9000 series is also part of the recommended list, with the latest RDNA 4 GPUs offering the best experience for Borderlands 4. The lineup benefits from FSR 4 and improved frame generation support, thus making the Radeon RX 9060 and 9060 XT suitable for 1440p, while the RX 9070 and 9070 XT are recommended to run the game at 4K / 60.

The release of these preset settings comes in the wake of Borderlands 4 drawing criticism for severe performance issues. Players have reportedly been running into all sorts of issues, ranging from low frame rates, stuttering, and crashes, even on top-tier graphics cards like the RTX 5090. While a 2.7GB day-one patch improved stability and fixed some crashes and errors, reports of inconsistent performance continue to surface. Gearbox CEO Randy Pitchford acknowledged the situation, noting that players with systems below spec or without SSDs would likely struggle.

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

The recommended settings also highlight just how demanding the game truly is. Even with Nvidia’s latest RTX 50-series and AMD’s Radeon 9000-series GPUs, players are expected to lean on upscaling and frame generation to achieve smooth performance at higher resolutions. That in itself speaks volumes about the game’s hardware demands, underlying optimization issues, or likely both.

Follow Tom’s Hardware on Google News, or add us as a preferred source, to get our up-to-date news, analysis, and reviews in your feeds. Make sure to click the Follow button!



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September 16, 2025 0 comments
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The Borderlands 4 PC Performance Fiasco, Explained
Game Updates

The Borderlands 4 PC Performance Fiasco, Explained

by admin September 15, 2025


Borderlands 4 launched last week to big numbers and mostly positive reviews on Steam. But there’s been a lot of chatter and debate online about the looter shooter’s performance. Some players aren’t happy that Borderlands 4 seemingly requires DLSS and frame generation to run decently, even on the highest-end hardware. Meanwhile, Gearbox co-founder and CEO Randy Pitchford has defended the game’s performance, calling it “pretty damn optimal,” and suggested people need to use the “tools” provided by the studio and accept some trade-offs.

On PC, many games can utilize real-time upscaling tech, like Nvidia’s DLSS and AMD’s FSR. Nvidia and others have also created tools that allow your GPU to fill in the gaps between real frames rendered by the game with frames generated using deep learning tech. When this kind of tech was first introduced about six years ago or so, players complained that DLSS and other tools made games look blurry, even if it led to some performance boosts. As DLSS and similar tech have improved, the images produced looked have better and better. Today, DLSS 4.0 can produce some truly sharp-looking frames and provide some big performance gains, assuming you have a powerful enough video card.

But some, myself included, have started to grow concerned that studios are building games around DLSS and other similar tech, and aren’t optimizing them in the way devs did in the past. When DLSS was introduced, it felt like a great tool for gamers who had a slightly older card but still wanted to play a newer game. It would let them squeeze out a bit more performance without shelling out for a pricey upgrade. Now it seems like newer games running on more advanced engines require users to turn on DLSS and frame gen to play. And so enters Borderlands 4, a game that has found itself at the center of this heated debate.

Shortly after Borderlands 4 launched, players on PC began to complain that the game didn’t run very well. Gearbox responded with some updates that, at least in my experience with the game on PC, helped a bit. The company also released a guide from Nvidia for how to optimize the game based on your GPU and settings. And while that helped some reach better performance on PC, many others, myself included, were struggling to get the game to run well on powerful hardware. I’m rocking a 5080, and even playing the game at 1080p on medium settings led to tons of FPS drops, even while trying to play at 60FPS. That all changed when I did as Gearbox and Nvidia suggest and turned on DLSS and frame gen. Now, I can run Borderlands 4 at a mostly locked 120 with most settings set to high and medium. It looks nice and plays fine, but many aren’t okay with a game in 2025 being unable to run on high-end hardware without some upscaling assistance.

Not helping matters is the fact that Randy Pitchford posted, as part of a recent and lengthy thread on Twitter, that people should use DLSS because it’s “great” and added: “The game was built to take advantage of it.” That, and a different part of the thread claiming it was acceptable for devs to focus on “default settings” reaching only 30FPS, didn’t go over well with a lot of PC gamers who specifically buy new parts and upgrade their rigs to achieve high framerates at high resolutions. For many, Pitchford’s claim that Borderlands 4 was developed to “take advantage” of DLSS was him confirming that it was built with the assumption that most users would use DLSS. And that, to some, sounds a lot like the game wasn’t properly optimized to run without help from DLSS and frame generation.

While I do agree that newer DLSS and frame gen tools are powerful and impressive, it feels weird that Borderlands 4, along with other games like Alan Wake 2, demand that even users with the highest-end hardware lean on upscaling tech to play at decent settings and historically popular framerates like 120. In a recent video, the tech experts over at Digital Foundry weren’t impressed with Borderlands 4 on PC, with one even saying: “[Borderlands 4] does seem to be running worse than usual for an Unreal Engine 5 game. It is below where it seems like it should be given how other games using this engine perform.”

Pitchford has promised on Twitter that more updates are coming, including some more improvements to how the game runs on PC. He’s also been spending a lot of time online helping people improve how Borderlands 4 runs and claiming that performance issues are not as widespread as some might make you believe. Personally, I just miss when games could run on a high-end computer packed with powerful hardware without needing four different upscaling tools. And it seems I’m not alone.



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September 15, 2025 0 comments
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U.S. Federal Reserve in Washington .(Jesse Hamilton/CoinDesk)
GameFi Guides

Arthur Hayes Explains Why Complaints About Bitcoin’s Recent Performance Miss the Point

by admin September 14, 2025



Arthur Hayes believes the current crypto bull market has further to run, supported by global monetary trends he sees as only in their early stages.

Speaking in a recent interview with Kyle Chassé, a longtime bitcoin and Web3 entrepreneur, the BitMEX co-founder and current Maelstrom CIO argued that governments around the world are far from finished with aggressive monetary expansion.

He pointed to U.S. politics in particular, saying that President Donald Trump’s second term has not yet fully unleashed the spending programs that could arrive from mid-2026 onward. Hayes suggested that if expectations for money printing become extreme, he may consider taking partial profits, but for now he sees investors underestimating the scale of liquidity that could flow into equities and crypto.

Hayes tied his outlook to broader geopolitical shifts, including what he described as the erosion of a unipolar world order. In his view, such periods of instability tend to push policymakers toward fiscal stimulus and central bank easing as tools to keep citizens and markets calm.

He also raised the possibility of strains within Europe — even hinting that a French default could destabilize the euro — as another factor likely to accelerate global printing presses. While he acknowledged these policies eventually risk ending badly, he argued that the blow-off top of the cycle is still ahead.

Turning to bitcoin, Hayes pushed back on concerns that the asset has stalled after reaching a record $124,000 in mid-August.

He contrasted its performance with other asset classes, noting that while U.S. stocks are higher in dollar terms, they have not fully recovered relative to gold since the 2008 financial crisis. Hayes pointed out that real estate also lags when measured against gold, and only a handful of U.S. technology giants have consistently outperformed.

When measured against bitcoin, however, he believes all traditional benchmarks appear weak.

Hayes’ message was that bitcoin’s dominance becomes even clearer once assets are viewed through the lens of currency debasement.

For those frustrated that bitcoin is not posting fresh highs every week, Hayes suggested that expectations are misplaced.

In his telling, investors from the traditional world and those in crypto actually share the same premise: governments and central banks will print money whenever growth falters. Hayes says traditional finance tends to express this view by buying bonds on leverage, while crypto investors hold bitcoin as the “faster horse.”

His conclusion is that patience is essential. Hayes argued that the real edge of holding bitcoin comes from years of compounding outperformance rather than short-term speculation.

Coupled with what he sees as an inevitable wave of money creation through the rest of the decade, he believes the present crypto cycle could stretch well into 2026, far from exhausted.



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September 14, 2025 0 comments
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Gearbox releases Borderlands 4 PC optimisation guide following reports of poor performance
Game Reviews

Gearbox releases Borderlands 4 PC optimisation guide following reports of poor performance

by admin September 14, 2025



Gearbox has released an optimisation guide for Borderlands 4 on PC, following reports of poor performance.


The latest in the series released yesterday, but so far has a Mixed response on Steam. One player has dubbed it “Stutterlands”.


While some players have had no problems at all, others have complained of “terrible optimisation” and advised others not to purchase until a fix is released.

Borderlands 4 – Official Cinematic Launch TrailerWatch on YouTube


Earlier this week, series creator Randy Pitchford responded to an article shared on social media, stating the game’s day one patch “does a lot”, but the game will be “unplayable” if using a below min-spec machine.


Still, it appears the day one patch isn’t sufficient for some players. And when the game already has a peak of over 200k concurrent players on Steam, that’s potentially a lot of people.

For instance, here’s a player struggling with an appallingly unplayable frame rate:


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Gearbox has since released an optimisation guide for better performance using Nvidia GPUs, while re-sharing the minimum and recommended PC specifications.


The expected results for Borderlands 4 on PC are as follows:

  • Minimum PC specs – 1080p @ 30FPS with Low Preset settings
  • Recommended PC specs – 1440p @ 60FPS with Medium Preset settings


“Please note that any time you change any of your graphics settings, your shaders will need to recompile,” the guide reads. “Please keep playing for at least 15 minutes to see how your PC’s performance has changed.”


The guide then lists in granular detail the optimal settings for each type of Nvidia graphics card.


It should also be noted the game runs in Unreal Engine 5. Many recently released games using the engine – including Metal Gear Solid Delta: Snake Eater and Wuchang: Fallen Feathers – have been known to have performance issues.


However, Epic boss Tim Sweeney recently put blame on developers for engine issues, though more support is on the way.

Love Eurogamer? Make us a Preferred Source on Google and catch more of our coverage in your feeds.



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September 14, 2025 0 comments
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Windows 11
Product Reviews

Early Windows 11 25H2 benchmarks confirm the update provides no performance improvements over 24H2

by admin September 8, 2025



Windows 11 25H2 is not out yet, but that hasn’t stopped media outlets from benchmarking the upcoming Windows 11 version. Phoronix tested Windows 11 25H2 against Canonical’s upcoming Ubuntu 25.10, Ubuntu 24.0.3 LTS, and Windows 11 24H2 in a head-to-head benchmarking battle to see if 25H2 delivers any new performance improvements. Sadly, though, Phoronix’s testing revealed that 25H2 was unable to outperform 24H2, even technically losing to its predecessor in many tests.

The four operating systems were tested using a Ryzen 9 9950X paired with 32GB of DDR5 memory. Phoronix benchmarked a variety of applications (41 benchmarks in total), including LuxCoreRender, Embree, Intel Open Image Denoise, OSPRay, and IndigoBench.

(Image credit: Phoronix)

If you are familiar with previous Phoronix Windows vs Linux testing, it should come as no surprise that Ubuntu came out on top. Across Phoronix’s 41 benchmark geomean, both versions of Ubuntu managed to outperform Windows 11 25H2 by around 15% respectively. Looking at the Windows operating systems exclusively, 25H2 provided precisely 0% more performance compared to 24H2 across Phoronix’s entire benchmarking suite, on average.


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Phoronix’s individual numbers for each benchmark further elaborate on 25H2’s underwhelming performance behavior. Many of the individual benchmarks show 25H2 and 24H2 competing for third and fourth place, with 24H2 trading blows with 25H2. For example, in LuxCoreRender, Windows 11 24H2 was 2% more performant than 25H2. But in ASTC Encoder 5.0, 25H2 was almost 2% faster than 24H2.

Windows 11 25H2’s underwhelming benchmarking performance is not surprising to see. Microsoft’s upcoming version of Windows 11 is based on the same servicing branch as 24H2, meaning that both versions are largely identical under the hood. In fact, Windows 11 24H2 already has many of 25H2’s features incorporated in a disabled state. 25H2 merely turns these disabled features on and guarantees their availability, while 24H2 users will have to wait for these features to be turned on incrementally over time. This is a far cry from 24H2, which was a major overhaul over 23H2, including major parts of the OS being rewritten in Rust.

As a result, 25H2 is also one of the smallest “major” updates Microsoft has created for Windows 11 thus far. 25H2 includes just a handful of new features, while also removing some existing features, such as PowerShell 2.0 and the Windows Management Instrumentation command-line. 25H2 will also be delivered as an enablement package, requiring just one restart to update from 24H2 to 25H2 (just like a standard cumulative update).

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Star Wars Outlaws Switch 2 launch on Game-Key Card was down to performance, not cost
Esports

Star Wars Outlaws Switch 2 launch on Game-Key Card was down to performance, not cost

by admin September 8, 2025


Star Wars Outlaws made its Nintendo Switch 2 debut last week, but rather than releasing the game on a physical cartridge Ubisoft opted for the Game-Key Card.

No data is stored in this card – instead it includes a digital license that requires the full game to be downloaded to the console’s internal storage to play.

Ubisoft’s decision to put Outlaws on a Game-Key Card became a topic of discussion on social media, with Digital Foundry’s John Linnerman pondering whether it was to do with the cost of manufacturing the Switch 2’s 64GB cartridge.

In response, Ubisoft audio architect Rob Bantin said the Switch 2 cards “simply don’t give the performance” needed to run the developer’s engine Snowdrop.

“Snowdrop relies heavily on disk streaming for its open world environments, and we found the Switch 2 cards simply don’t give the performance we needed at the quality target we were going for”, Bantin wrote.

“I don’t recall the cost of the cards ever entering the discussion – probably because it was moot.”

They continued: “I think if we’d designed a game for Switch 2 from the ground up, it might have been different. As it was, we’d build a game around the SSDs of the initial target platforms (PlayStation 5, Xbox Series X|S, PC), and then the Switch 2 came along a while later.

“In this case I think our leadership made the right call.”

Overall, Nintendo’s decision to introduce Game-Key Cards has been a controversial one. Especially when it comes to game preservation, as many are concerned that these cards will be dependent on servers supporting them.

Once those servers are turned off, as happened with the Wii U and 3DS eShops, these games may become unplayable. You can read more about developers’ concerns with Game-Key Cards and game preservation here.



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Astell & Kern A&ultima SP4000 portable music player on a white surface
Product Reviews

Astell & Kern A&ultima SP4000 portable music player review: a brilliant step on the journey but not “the peak of performance and design” promised.

by admin September 6, 2025



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Astell & Kern A&ultima SP4000: Two-minute review

The Astell & Kern A&ultima SP4000 is the brand’s newest flagship digital audio player, and it is priced accordingly. If you measure the worth of a product by how relatively heavy and remarkably shiny it is, though, you won’t be able to argue with the $3,999 asking price.

The SP4000 goes a distance towards justifying its cost in the way it’s specified to perform, too. Numerous technological highlights abound, none of them in any way ‘affordable’, and between the sheer heft of the physical item and the lengthy list of technologies Astell & Kern has brought to bear, the SP4000 seems about as purposeful as these things ever get.

And in action, it is an uncomplicated pleasure to listen to, fully befitting a place in the best MP3 players around. In every meaningful way, the SP4000 is an extremely accomplished device, able to combine brute muscularity with deft insight, rhythmic positivity with outright scale. No matter what you choose to listen to, the Astell & Kern seems to enjoy it just as much as you do – and it’s not about to sit in judgement on your choice of headphones either.

Astell & Kern A&ultima SP4000 review: Price and release date

(Image credit: Future / Simon Lucas)

  • Priced at $3,999 / £3,799 / AU$6,599

The Astell & Kern A&ultima SP4000 is on sale now, and in the United States it sells for $3,999. In the United Kingdom the asking price is £3,799, and in Australia you’ll have to part with AU$6,599.

Not cheap, is it? Anyone who takes an interest in this sort of thing will know Astell & Kern has no problem in pitching its products as uber-high-end propositions, but no matter how many times I see one of its products priced this way, it remains difficult not to do a double-take…

Astell & Kern A&ultima SP4000 review: Features

(Image credit: Future / Simon Lucas)

  • 4 x AKM4191 and 4 x AKM4499EX DACs in 1:1 architecture
  • 4 x opamps per analogue output
  • Snapdragon 6125 octa-core processor

Something would seem amiss, wouldn’t it, if a digital audio player costing very nearly four thousand of your US dollars wasn’t groaning under the weight of its specification? Well, when you consider the extensive nature of the SP4000, it’s a wonder it’s not even bigger and even heavier than it actually is.

It follows that I should try to be reasonably brief, otherwise we’ll be here all day.

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At its most fundamental, the SP4000 is built around ‘octa’ audio architecture. The digital-to-analogue signal processing is in a 1:1 structure, with one AKM4191 digital processor paired with one AKM4499EX DAC. This allows digital signals to be delivered to a single DAC, four times over – this is a true quad-DAC design, with the aim of allowing precise signal transfer with a vanishingly low signal-to-noise ratio. The ability to deal with PCM resolutions of up to 32bit/768kHz and DSD512 means any realistic digital audio file is catered for.

There are eight opamps deployed, four attending to the unbalanced 3.5mm analogue output and four dealing with the 4.4mm balanced equivalent. The intention is to increase dynamic range and enhance detail retrieval – Astell & Kern calls this arrangement ‘high driving mode’ and suggests it provides powerful and stable signal output.

A newly developed LDO (‘low drop-out’) regulator in the power supply stabilizes battery voltage in an effort to suppress noise. Proprietary ESA (‘enhanced signal alignment’) technology is designed to improve the alignment of frequency signals (sometimes opaquely referred to as ‘timing’) to minimize distortion and enhance clarity. The PCB is a high-end ‘Any Layer HDI’ design that allows for extremely complex circuitry to be laid out in a very small space, minimizing signal loss.

(Image credit: Future / Simon Lucas)

What else? The audio block sits behind a 99.9% pure copper shielding can, offering significant shielding from electromagnetic interference. The audio block itself is Astell & Kern’s ‘Teraton X’ design, which incorporates HEXA-Audio circuitry along with power-efficient amplification and considerable power noise cancellation, to deliver what the company suggests is the ‘ultimate sound solution’.

The entire show is run by a Snapdragon 6125 Octa-core processor that features a high-performance CPU and 8GB of DDR4. CPU, memory and wireless comms circuitry are configured as a single module, and with the digital circuit components arranged in the same area it’s effectively a system on a chip.

I could go on. There are six digital filters available to allow the user to, in a small way, design their own sound. The ‘crossfeed’ feature allows a little of the left-channel mix into the right channel (and vice versa) and, in conjunction with some adjustment options, tries to replicate the effect of listening to speakers when listening to headphones. The second generation of Astell & Kern’s DAR (‘digital audio remaster’) technology, dubbed ‘Advanced DAR’, uses a ‘virtual sound extender’ as part of a two-stage upsampling process that can convert PCM signals of up to 48kHz to 385kHz or to DSD128, and signals of greater than 96kHz to DSD256, for playback.

Surely, though, the broad point is made by now. Astell & Kern didn’t leave space for the kitchen sink, but it has thrown pretty much everything else at the A&ultima SP4000.

Features score: 5 / 5

Astell & Kern A&ultima SP4000 review: Sound quality

(Image credit: Future / Simon Lucas)

  • Epic levels of insight and detail
  • Rhythmic and dynamic positivity
  • Sounds simultaneously open and unified

Yes, you can fiddle around the edges of the way the A&ultima SP4000 sounds – investigate filters, fool around with EQs, you name it – but what you can’t do is alter its overarching sonic character. Which is just as well, because this Astell & Kern digital audio player is a staggeringly direct, informative and, ultimately, complete listen. Few are the sources of audio information, of any type and at any price, that can match its powers of communication – and I have heard plenty.

No matter if you’re listening to a 16bit/44.1kHz FLAC file of Ride’s Leave Them All Behind, a 24bit/48kHz FLAC file of James Holden’s Common Land or a DSD64 file of The Band’s I Shall Be Released: it’s all the same to the SP4000. In every circumstance it’s a profoundly detailed, rhythmically positive, articulate and energetic listen. There really isn’t an aspect of music-making at which it doesn’t prove itself masterful.

And it’s not as if I can offer a “yes, but…” or two in the name of balance. The longer I listen to the SP4000, the more beguiled I become.

Tonal balance? It’s basically impeccable. Frequency response? Smooth and even from way down at the low frequencies to the vertiginous top end. The Astell & Kern sounds naturalistic and unforced, and it’s completely even-handed in the way it presents the frequency range. And at every point, it’s absolutely alive with detail both broad and fine. The minutiae of tone, timbre and texture are made absolutely apparent, and the player loads all of this information onto the listener without being in any way showy or uptight about it. This fanatical attention to detail is simply a way of ensuring you get as complete a rendition of your digital audio files as possible.

The presentation is spacious and well-defined at the same time, and no matter if it’s a large ensemble all packing the stage or just one voice with a single guitar as accompaniment, the SP4000 lays it all out in confident and coherent fashion.

It deals with rhythm and tempo with similar authority, keeping momentum levels high and observing the attack and decay of bass sounds (in particular) with obvious care. It can ease back if necessary, though – nothing gets hurried along, but rather is allowed to proceed at its own chosen speed. Dynamic headroom is, to all intents and purposes, limitless. From the smallest, quietest event in a recording to the last almighty crescendo, the SP4000 is on top of things – the distance between these two states is prodigious. And the smaller, but no less crucial, dynamics of harmonic variation, the attention to the over- and undertones that surround the fundamental when listening to a solo instrument, are given very judicious weighting. Context is everything, and the SP4000 seems to almost instinctively understand it.

And the Astell & Kern even has the decency not to be sniffy either about the music you listen to or the headphones via which you access it. Obviously it does better work (or, rather, its potential is best exploited) by hi-res files and high-end headphones – but if you want to connect your bog-standard true wireless in-ear via Bluetooth and listen to Spotify’s free tier the SP4000 won’t judge you. Not too badly, anyway.

Sound quality score: 5 / 5

Astell & Kern A&ultima SP4000 review: Design

(Image credit: Future / Simon Lucas)

  • Polished 904L stainless steel and PVD-coated ceramic
  • 150 x 85 x 20mm
  • 615g

Ordinarily, a digital audio player is designed to be reasonably compact, and light enough to be slipped into a pocket. Of course, Astell & Kern sets out for its digital audio players to be anything but ordinary.

So the SP4000 is a fairly large (150 x 85 x 20mm) device that weighs a considerable 615g. Too big and heavy, in other words, to be comfortably carried in any pocket smaller and less robust than that of a military greatcoat. This is its naked weight, too. If you add one of the included screen protectors (which is, admittedly, going to make negligible difference to the weight) and slip the player into its supplied Perlinger leather* protective case, it becomes heavier still. At least that case prevents the player’s sharp, pointy corners from digging into hands or pocket linings, mind you.

(*I’m not a vegetarian. I know people who are, though, and some of them are just as interested in high-quality audio as I am. So once again I find myself wondering why companies like Astell & Kern imagine real leather – in this instance, leather made from “the soft, delicate hide of calves under one year old” – to be the untouchable height of luxury. Surely it’s possible to offer a protective case for the SP4000 that looks and feels upmarket but that isn’t going to alienate who knows how many prospective customers? Or is that just me?)

The four sides of the SP4000 are built of 904L stainless steel (the same stuff the likes of Rolex uses, on the basis that it will accept an extremely high polish), and feature some of the angularity and asymmetry that Astell & Kern established as part of its design vocabulary a good while ago. The front is of toughened glass, 152mm on the diagonal, and is almost entirely touchscreen. The rear panel, meanwhile, is finished in PVD-coated ceramic.

It really goes without saying that the standard of build and finish on display here is flawless. With the design of the SP4000, Astell & Kern has set out to deliver a product that blurs the line between ‘electrical hardware’ and ‘luxury accessory’. Or, as the company’s website rather feverishly has it, “a work of art where technology, design, intuition and performance converge”. You may feel that Astell & Kern has done exactly what it set out to do, you may find the design rather self-consciously opulent. Taste is a very personal thing, after all.

It’s worth noting the grandeur of SP4000 ownership starts well before you peel the protective covering off the player itself. It arrives in a branded box that’s a similar size to that which contained a pair of size 10 Tricker’s boots I bought the other day. Inside there is another, branded, clasp-fastening box covered in what I strongly suspect is a further quantity of leather.

Inside that you’ll find the SP4000, along with compartments that contain that Perlinger leather cover, a case with a flap covering into which the player (in its cover) can be slipped (more leather, I presume), various guides and warranty documents, a congratulatory note from the company, and a reasonably heavyweight, branded USB-C to USB-C cable. I am pretty sure this all comes under the heading of ‘the experience’.

Design score: 4 / 5

Astell & Kern A&ultima SP4000 review: Usability and setup

(Image credit: Future / Simon Lucas)

  • 2160 x 1080 touchscreen
  • Supports Full Android OS
  • Qualcomm QC3.0 fast charging

The SP4000 represents the first time an Astell & Kern product has supported full Android OS. The convenience and all-around common sense of the operating system is intended to help the SP4000 be as flexible and convenient as possible, while some of the Snapdragon 6125 octa-core processor’s responsibilities center around rapidity of the OS response and the smooth, comfortable user interface motion.

Happily, it all works very well. The big 2K (2160 x 1080) touchscreen is responsive and swift, smooth-scrolling and consistent. The operating system will be mercifully familiar to anyone whose smartphone isn’t an iOS device, and it’s just as wide-ranging and usable here as it is in its most successful smartphone applications.

Setting up the SP4000 is no kind of hardship. It’s simply a question of connecting it to your local network (its dual-band Wi-Fi is tenacious when it comes to making and maintaining a connection to your router or tethering to your smartphone if you’re out and about), and from there it’s simple to load the apps you require. The ‘AK File Drop’ function makes transferring files from a PC, smartphone or FTP program on a common network faster and easier than before, too.

The Astell & Kern also supports Qualcomm QC 3.0 fast charging, which means it can be charged more rapidly (and more efficiently) than previous flagship A&ultima models. Mind you, ‘fast’ and ‘rapid’ are definitely relative terms in this instance. From ‘flat’ to ‘full’ takes around five hours, which is about half the time it takes for the SP4000 to flatten its battery if you’re listening to ordinary files at ordinary volume levels.

There are a few physical controls arranged around the edges of the SP4000. As you look at its touchscreen, there’s an elaborate volume control/power on/off on the top-right edge – it’s pleasantly shaped and knurled, and a light behind it glows in one of a variety of different colors to indicate the resolution of the audio file it’s currently playing.

On the opposite side there are three buttons that deal with skip backwards/rewind (accessible via ‘press’ or ‘press and hold’ respectively), skip forwards/fast-forward (same) and play/pause. There’s a ‘button lock’ switch on the top edge, to the right of the 3.5mm hybrid optical/unbalanced analogue and 4.4mm balanced analogue outputs, and on the bottom edge you’ll find a USB-C socket and a microSD card slot, which will accept cards of up to 1.5TB.

Usability and setup score: 4.5 / 5

Astell & Kern A&ultima SP4000 review: Value

(Image credit: Future / Simon Lucas)

First things first: you don’t contemplate ownership of the Astell & Kern A&ultima SP4000 because you’re in any way concerned about value for money. Is it the best-sounding DAP out there? Sure. Is it twice as good as alternatives from the likes of FiiO or Astell & Kern itself that cost comfortably less than $2k? Not a chance.

No, the value in the SP4000 comes from its status as the shiny flagship of the Astell & Kern range. It comes from the knowledge that no one you bump into when in the First Class Lounge has a more expensive DAP than you. It comes from the ability to add ‘DAP’ to the list of ‘madly luxurious accessories I own’.

Should I buy the Astell & Kern A&ultima SP4000?

(Image credit: Future / Simon Lucas)

Buy it if… 

Don’t buy it if… 

Astell & Kern A&ultima SP4000 review: Also consider

How I tested the Astell & Kern A&ultima SP4000

  • Tested for over a week
  • Tested with streamed and downloaded content
  • Tested with wired and wireless headphones

I slotted a microSD card filled with hi-res content (up to 24bit/192kHz and DSD64, anyway) into the SP4000, and I downloaded the Tidal and Presto music streaming apps while I was at it.

I used Sennheiser IE900 IEMs connected via the 4.4mm balanced output, Austrian Audio The Composer over-ears via the 3.5mm unbalanced alternative, and tried out the Technics EAH-AZ100 true wireless in-ears and Bowers & Wilkins Px8 wireless over-ears too.

I listened to lots of different types of music, via lots of different file types and sizes – and I did so indoors and (with some trepidation, I don’t mind telling you) outdoors too.

  • First reviewed in September 2025

Astell & Kern A&ultima SP4000: Price Comparison



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