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Ethereum
Crypto Trends

Ethereum Eyes Breakout Toward $4,204 With Key Technical Formation In Play

by admin June 24, 2025


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

Given the heightened volatility observed in the general crypto market during the weekend, Ethereum once again lost the $2,500 price mark, which led to a notable pullback close to $2,200. However, ETH has not fully lost its potential to rally as technical developments hint at a major rebound in the upcoming days.

Key Pattern Signals A Sharp Rally For Ethereum

Ethereum is battling with growing bearish pressure after losing the $2,500 mark a few days ago. ETH’s price may have witnessed a sharp pullback, but Rose Premium Signals, a crypto analyst, is confident that a rebound could be underway.

In the post shared on X, the expert’s analysis on ETH shows that the altcoin is building strength beneath the fall as a key chart pattern begins to take shape. Specifically, Rose Premium Signals has identified a Cup and Handle chart pattern on the 1-week time frame.

A Cup and Handle formation is a bullish technical continuation pattern that suggests a possible bounce toward the upside following a phase of consolidation. Since the pattern often points to a bullish outlook, the expert believes that ETH could bounce back again and surge dramatically to high levels.

An emerging cup and handle pattern | Source: Rose Premium Signals on X

Looking at the 1-week chart, Ethereum’s price is presently retreating from the neckline region at about $2,600. Despite the notable decline, the key chart pattern is expected to trigger a major rally for ETH.

As the cup and handle pattern slowly matures, ETH could be on the verge of a significant upward move that may challenge previous highs. According to Rose Premium Signals, if this zone is successfully recovered, the altcoin may move closer to the key target of $4,204.69.

Is It A Good Time To Purchase ETH?

While Ethereum has retraced, AlienOvicho, a crypto expert and trader, revealed that the altcoin is inching closer to a price range considered a good buying point. After navigating the ongoing price action, the analyst has underlined the buy zone between the $2140 and $1970 range.

As bearish pressure mounts, the $2,140 – $1,970 buying zone is a crucial area where a positive reaction is expected, and is currently being tested by ETH. However, if the bounce does not happen next week, attention will be shifted to the next possible demand zone, which is around $1,800.

This level is consistent with the earlier structure and may provide a more solid foundation for the subsequent move higher if the larger structure holds. Meanwhile, a rebound, which is expected to take place in the upcoming days, would push ETH’s price past the $2,300 resistance level.

At the time of writing, ETH was trading at $2,264, demonstrating a nearly 1% decrease in the last 24 hours. ETH’s price may be facing bearish pressure, but sentiment among traders appears to be improving. Data from CoinMarketCap reveals that its trading volume has increased by over 13% in the past day.

ETH trading at $2,254 on the 1D chart | Source: ETHUSDT on Tradingview.com

Featured image from Pixabay, 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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June 24, 2025 0 comments
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MindsEye has abject technical performance - even after its latest patch
Game Updates

MindsEye has abject technical performance – even after its latest patch

by admin June 20, 2025



The poor technical state of MindsEye – the debut game from developer Build a Rocket Boy – is well established by this point. The bottom line is that as a £55 or $60 purchase, there is only morbid curiosity in checking it out at present with glaring bugs, low frame-rates and crashes blighting the experience on console. In fact, having tested all PlayStation 5 and Xbox Series machines on its latest update 1.07 (or 1.04.4 on Xbox) – as released on June 18th – it appears little has improved post-launch. For all its potential as a futuristic, open world action-shooter, there’s no question that MindsEye remains in an undercooked state. An apology has already been issued by the developer, while the problems run deep enough in its launch week that Sony is allowing refunds via the PlayStation Store – a rare manoeuvre for Sony that calls to mind Cyberpunk’s troubled launch back in 2020.


Still, as an Unreal Engine 5 title, the game’s focus on Lumen and Nanite – plus vehicle simulation and physics – has echoes of the Matrix Awakens demo released back in 2021. MindsEye’s feature-set is uncannily similar: Nanite, Lumen, open world – and sadly this also extends to the state of its performance on consoles. All machines appear heavily CPU bound in a similar manner with traffic build-ups and destruction causing sizeable sub-30fps drops. Even in the best case, all consoles – including PS5 Pro – also run with an unevenly frame-paced 30fps cap meaning judder is a problem. Meanwhile, there’s visible screen tearing at the top of the display, which is exacerbated by drops into the 20-30fps range.


The basics first: there are no graphics modes to consider in MindsEye and every console runs with a 30fps target. In terms of native resolution, there is dynamic scaling in play, with PS5 and Series X typically running between 972p and 1008p. In terms of the PS5 Pro enhancements meanwhile, Pro boosts its resolution to a higher 1296p average value in most areas. This jump in image clarity is really the full extent of the PS5 Pro upgrades though, as most other settings – shadows, textures and world draw – appear similar to base PS5. Sony’s PSSR upscaler is not in sight either, with PS5 Pro using the same upscaling solution as other consoles. Finally, we have Series S, which typically runs at 720p, with spikes to 756p.

Despite its first patch, MindsEye continues to exhibit poor performance on consoles – seemingly down to an over-taxed CPU.Watch on YouTube


Xbox Series S is an outlier given its 4TF power profile, and it resorts to the greatest setting cutbacks as a result. It’s the one most deserving of a comparison and next to Series X, texture quality is dropped and shadows default to a lower preset with obvious dithering on edges. Transparency effects also run at a much lower setting with visible pixellation on fire effects while reflections take a hit in coverage across the metal sheen of interior walls. In matching cutscenes between Series S and X, there’s a higher frequency of pop-in for texture assets and shadows maps too. Finally, image quality is also remarkably blurry on all consoles – even on PS5 Pro – but Series S takes it to a further extreme owing to its native 720p count. The upscale often struggles to resolve the game’s distant detail, with chase missions set to long highways, or drone missions across the sky suffering the most for it.


Speaking of performance, there’s no escaping the fact that this is a 30fps-only experience, with higher frame-rates reserved for PC only. A large chunk of the game including combat missions and interior areas technically run at the 30fps line, but the overwhelming problem is that frame pacing is much too inconsistent all round. Taking PS5 Pro for example, the frame-time graph trills between 16, 33 and 50ms constantly in the big city, meaning it rarely feels smooth in practice. Driving at any pace through congested streets feels choppy, while hitches above that (spiking to 80ms and beyond) only add to the choppy, erratic sensation. It genuinely makes it tough to thread the needle between two packed lanes of traffic or to line up a head shot during combat. Towering above these issues is the potential to go under 30fps. This is re-tested on the latest patch 1.07, where an on-rails shoot-out through the city still has PS5 Pro dropping into the 20s. We’re pushing close to that 20fps line at points and the fact is that PS5 Pro’s GPU boost over base PS5 doesn’t alleviate the issue, suggesting a CPU bottleneck.


The situation on base PS5 is remarkably similar, with a choppy 30fps line due to uneven frame-pacing, plus screen tearing. Again this is technically a 30fps experience in the main, but the uneven cadence (plus hitches) truly affects the flow of any action. MindsEye also hits lower lows in frame-rate on base PS5: again the on-rails shootout mission puts PS5 at the lower end of the 20-30fps range, even finding itself at numbers like 18fps. In other words, there’s a small Pro advantage in this stress point but it doesn’t count for much when playability is this dire. If there is a plus side here, it’s that MindsEye’s vehicle physics, car handling and suspension, are at least somewhat satisfying, marred by sometimes brutally low frame-rate.


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Both Xbox Series X and S versions suffer from all the very same problems: the uneven frame-pacing, hitching, tearing, and the sub-30fps drops are all present. Xbox Series X perhaps holds up better overall during the on-rails shoot-out with drops to the mid-20s rarely descending much further down the graph. It’s hard to recommend Series X on those grounds alone, but the outlook so far is that it’s potentially better than base PS5. On the other hand, Series S gives us the most damning result of the four machines with the same on-rails sequence taking us to an 18fps low, and then crashing. The software simply froze up on my first play-through of this mission, forcing me to close the game manually and restart the app all over again. Others have reported crashes in a similar vein, and it’s the most crucial issue that needs to be addressed.


Mindseye is a release that looks and plays like it’s months away from being ready for release. It’s not a complete write-off: the framework of an entertaining enough game lurks beneath its myriad issues, but it clearly needs more time. The few positives to mention include aspects of its car physics, the suspension model, which offer a satisfying enough sense of weight as you drift around a bend. Also, there’s undeniably some superb character rendering put in close-up shots for its many (often quite lengthy) cut-scenes. Character models are crisply detailed with every blink and smile brought to life by accurate motion capture performances. Credit where it’s due, the direction of these scenes is a highlight.


Overshadowing all of that is the frame-rate and the game’s bugs. Based on my time with it so far, a bulk of the bugs relate to enemy logic. Some enemies simply do not move, others have buggy collision detection, making them impossible to shoot, or awkward cover animations. In other instances, they disappear on the spot after dying. Likewise, despite its upsides, the car physics produce laughably wild outcomes at times, where even a small piece of debris might send you spinning to the sky. The traffic in the city is also often bull-headed and mindless, barrelling straight at you in a way that defies any real-world common sense. In one instance a target enemy car got stuck in a parking lot, essentially making the mission impoossible to complete. This is all scratching the surface – especially with so much of the story left to see – but it does point to the range of gameplay issues that need fixing.


All that’s left to be said is that I hope it is eventually fixed, because MindsEye has a faint hint of potential beneath its issues. Let’s be clear, this is never destined for Cyberpunk or GTA levels of greatness, but as a simpler action game using an open world format to stitch together its missions, it might have some merit. Sadly, Build a Rocket Boy is in a position of needing to make up ground on quality control – and quickly too – now that it’s actually being sold to paying customers. Whether that can be done in reasonable time, or if a recall, and later re-release is a better route, remains to be seen. Either way it’s difficult to recommend MindsEye in its current state on any console, which is a shame.



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June 20, 2025 0 comments
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With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2
Game Reviews

Nintendo Switch 2 users create superlist of games that have seen significant technical improvements

by admin June 16, 2025


Nintendo Switch 2 users have compiled a massive list of original Switch games playable on the new console, as well as the technical improvements present if players boot them up on newer hardware.

This list, posted on the official Nintendo Switch reddit by user wtfimdoingwithmylife, is an extensive list of tested games by both the original poster and the community of people noting their own experiences in the comments.

As of writing, the list includes 147 games. Alongside these entries are whether or not these games have received Switch 2 patches, as well as FPS, resolution, and loading times both docked and undocked.

Check out our hands-on preview here!Watch on YouTube

The Nintendo Switch 2 is interesting under the hood. Its tech specs include a 8x ARM Cortex A78C CPU, it’s got DLSS support, and 12GB of LPDDR5X memory. A far leap beyond what the original Switch had to offer, and the source of these reports of improved performance.

Due to the beefier hardware present in the Switch 2, it’s worth noting even unpatched games have seen ample performance improvements thanks entirely due to the difference in power between the Switch and Switch 2. Take Dragon’s Dogma: Dark Arisen! According to the list, this unpatched game is capped at 30FPS, but remains at cap with greater consistency. Loading times too are shorter when played on the Switch 2.

What this means is that many older games that struggled to run well on the Switch now have seen a new lease on life. An example of a game that, while great, ran poorly on the Switch 2 was Hyrule Warriors: Age of Calamity! A musou spin-off, it now sticks to a 30FPS cap even without a patch.

So now is a wonderful chance to break down your back-catalogue. Some additional suggestions include Pokemon Scarlet & Violet and Bayonetta 3, both great games benefit wonderfully from the Switch 2.



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June 16, 2025 0 comments
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With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2
Game Reviews

With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2

by admin June 4, 2025


I can scarcely think of a game as hampered by its performance as the original Nintendo Switch release of Pokemon Scarlet & Violet. I can think of loads of games that perform worse, of course – broken, shattered releases – but I struggle to think of a great game so thoroughly compromised just from how it runs.

That was the log behind my 2022 review of the games, where I called the games a “super-effective new vision” for the series but bemoaned how it ran. The game became famous for stop-motion windmills and distant cliffsides that looked like they’d fallen out of a Nintendo 64 game. The truth is, Scarlet & Violet’s brilliant design and peppy attitude deserved better.

Now, three years on from release, Scarlet & Violet is about to get better with a Switch 2 update that I’m going to go ahead and call a total barnstomer. If Scarlet & Violet’s design was super-effective in 2022, on Switch 2 it’ll finally have the performance to match.

I was invited by The Pokemon Company to take an early look at the patched Switch 2 version of the game – which is always a sign of confidence, given I was quite a noisy detractor of the original game’s performance.

I’m honestly not sure what to say other than: wow, what a difference. It is absolute night and day stuff. To the sort of people who say that frame rate doesn’t really matter, I challenge them to play Scarlet & Violet on Switch 2 and then go back to the original. I dare you. As friend of the site Joe says in Serebii’s video preview embedded below, it ain’t doable.

Watch on YouTube

With a crisp presentation at a higher resolution and with a frame rate that as far as I can tell sits at a rock solid 60fps for the vast majority of the time, this is a world apart from the stomach-turning rollercoaster highs and lows of the original release. Distant Pokemon and world elements are no longer slideshows – yes, those infamous windmills are fixed!

This isn’t just about technical bragging rights. The difference in how this game now runs is profound enough that it changes the flow and feel of the game. Scarlet & Violet were by design the most footloose and expansive Pokemon games of all time, channeling the open world chops of everything from Skyrim to Breath of the Wild into a Pokemon setting and setup. The performance was a drag on that – if the frame rate tanks every time you whip the camera around to see a nearby approaching threat or take in a distant vista, you’re ripped right out of the game. By stabilising everything, the performance is utterly transformed.

Aside from the nebulous concept of ‘game feel’ being improved by the technical advancements, there are also real boons in terms of gameplay. Wild Pokemon spawn in and swarm across the rolling fields and the like in greater numbers. The subtle delay that you’d perceive, that hitch when encountering a wild Pokemon, is eliminated. Menus that were sluggish are now snappier and more responsive. Pokemon Box sprite icons now spring to life instantly.

These are small quality of life changes that add up to something greater. Perhaps most importantly battles are now less plodding in their pace, which was frequently obliterated by certain move animations could send the frame rate crashing.

It has to be said, it’s not all perfect. The level of detail settings remain pretty aggressive – which means as you’re galloping along at a glorious 60 frames atop your trusty Poke-steed, flowers and other micro detail pop in around you. It’s not ideal. Also, to be honest, the game now being technically accomplished does help to expose the art style for what it is – which is in need of a bit of tightening, I feel. The addition of HDR does really help the colorful exuberance of Paldea to shine, though.

In all it’s a triumph, anyway. This is the game Scarlet & Violet should’ve been. Moreover, it feels like the most technically accomplished main-line Pokemon game… possibly ever? Certainly of the 3D era. As with 120fps mouselook Metroid, playing 3D Pokemon at 60fps feels like you’re doing something illegal, frankly. But this is now the way to play these excellent games – and with good-performing Pokemon games now on the table, my excitement for this year’s Pokemon Legends Z-A has skyrocketed.



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June 4, 2025 0 comments
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Get A New Look At The Witcher IV In Unreal Engine Technical Showcase
Game Updates

Get A New Look At The Witcher IV In Unreal Engine Technical Showcase

by admin June 4, 2025


CD Projekt Red took the stage during today’s State of Unreal showcase to unveil a new look at The Witcher IV. In it, CDPR takes viewers through a technical showcase highlighting new Unreal Engine 5 Nanite technology, NPC animations, and, of course, Ciri, the protagonist monster slayer of this fourth installment in the series. The Witcher IV looks gorgeous, and CDPR says today’s demo is running on a standard PlayStation 5 at 60 FPS. 

The demo begins with a cinematic showing a stagecoach in peril before we get a new look at Ciri. After the cinematic, CDPR took the stage to go hands-on-sticks for the technical showcase, which shows our first look at Ciri in representativ gameplay, her new horse companion Kelpie, and the gorgeous Kovir region the duo will explore. The demo takes viewers through some foliage for a look at new Nanite technology before bringing Ciri and Kelpi to the city of Valdrest. 

Check out the technical showcase for yourself below (thanks for the capture, GamesPrey): 

 

Jumping into some of the more technical details of this look at The Witcher IV, CDPR says Unreal Engine 5 features “Multi-Character Motion Matching” that keeps Ciri and Kelpie perfectly synchronized when mounting from any angle or speed, and claims “controlling Kelpie feels realistic and grounded” as a result. The new “Unreal Chaos Flesh Solver” allows realistic muscles to move and stretch under Kelpie’s skin without compromising the game’s performance. 

After Ciri and Kelpie ride into a wild forest of the Kovir region of this world, CDPR explains that “Nanite Foliage,” a new feature of Unreal Engine 5, allows artists to model every single leaf and pine needle. Each one can be represented as an “adaptive, volumetric, fully 3D voxel representation” that turns them into cubes the size of a pixel. According to Unreal, this technology makes designing foliage that reacts realistically to the world and light around it easier. 

The final piece of technology highlighted during The Witcher IV showcase is an “entirely new Unreal animation framework,” that CDPR says has allowed it to put over 300 animated NPCs “going about their business” without compromising a 60 FPS gameplay vision. 

Valdrest

The entire technical showcase looks beautiful and is quite ambitious. Of course, The Witcher IV is likely years away, and this showcase represents technology and not necessarily what the final game will look like. Still, it’s an exciting look at the possibilities of CDPR’s next open-world RPG. 

What did you think of the technical showcase? Let us know in the comments below!



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

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

by admin June 3, 2025



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


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


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

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


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

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


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


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


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

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

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


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

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


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

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



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June 3, 2025 0 comments
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XRP price approaching critical support: a technical analysis deep dive
GameFi Guides

a technical analysis deep dive

by admin May 31, 2025



XRP is approaching a major high time frame support zone near the $2 mark. This level has consistently acted as a structural base for the past few months, holding up price action during several corrections. Now, with price once again pressing into this zone, the reaction from this level will likely determine whether XRP continues within its broader bullish structure or risks a deeper correction.

Price action remains rotational. XRP (XRP) has traveled from the value area high down toward the value area low, creating a textbook auction cycle between key volume levels. This movement has coincided with declining volume, a common precursor to volatility. From a technical standpoint, this setup may be the beginning of a new leg higher—if the market confirms support and volume increases.

Key technical points

  • $2 High Time Frame Support Zone: Strong confluence of the 0.618 Fibonacci retracement and the value area low makes this zone a major technical demand area.
  • Liquidity Cluster Below $2: Resting liquidity just beneath support suggests the possibility of a sweep before a reversal, often used by market makers to trap late sellers.
  • Bullish Falling Wedge Formation: Price is coiling within a falling wedge pattern. A breakout from this structure projects a move toward $4.25.
  • RSI Flattening at Midline: Relative Strength Index is stabilizing near the 40–50 range, hinting at momentum resetting and potential upside from oversold conditions.
  • Volume Profile Contraction: A significant drop in trading volume shows compression. An influx of volume near support may ignite the breakout and rotation back toward higher resistance levels.

XRPUSDT (1D) Chart, Source: TradingView

One important structural observation lies in XRP’s repeated defense of the $1.59 swing low—an area that also aligns with historical support and dynamic trendline reactions. If this level is breached with force, it would confirm a break in bullish market structure. However, if defended and followed by strong volume and a bullish reaction at or just below $2, this would validate a higher low and provide a strong launchpad for price to rotate higher.

From a market profile perspective, XRP’s recent price action has completed a full rotation: from the value area high near $3.10 down to the value area low near $2.00. Such moves typically reset liquidity and sentiment. The value area low is historically known to act as a springboard in trending environments. Combined with the falling wedge structure forming at this level, the conditions appear ideal for a breakout reversal.

XRPUSDT (1H) chart, Source: TradingView

Price on lower time frames also presents important clues. XRP has formed a clean sequence of higher lows, suggesting that traders are positioning stops below the $2 region. This cluster of stop orders can create a liquidity pocket, which market makers often sweep to trigger reversals. If this occurs and the 0.618 golden pocket, just beneath the value area low, absorbs the move, a strong bounce becomes highly probable.

A deviation or liquidity sweep through $2 into the 0.618 level will need to be accompanied by increased buy-side volume to confirm a reversal. Traders should watch for a sharp wick below $2 followed by a swift reclaim of that level on higher volume. That would be a classic bullish deviation, an ideal entry signal for many swing traders.

XRPUSDT (1W) Chart, Source: TradingView

Adding further weight to this setup is the falling wedge pattern, best visualized on the line chart. Falling wedges are typically bullish reversal formations, and XRP’s current wedge is narrowing near a key support region. The measured move from this wedge, calculated from the widest point of the pattern—projects a price target of approximately $4.25. This level also aligns with previous macro resistance zones from past bullish rallies.

Market sentiment is also showing early signs of a shift. Open interest is rising slightly, while funding rates remain neutral, suggesting neither over-leveraged longs nor shorts are dominating the market. This neutral backdrop gives more credibility to a breakout holding once triggered, as price won’t be fighting against extreme positioning.

The current risk-to-reward scenario for bulls is compelling. As long as price holds the $1.59 swing low and reclaims $2 support on strength, the bullish structure remains valid. A confirmed breakout of the falling wedge pattern could send XRP back toward $2.42 initially, then toward the $3 mark, with the full measured move targeting the $4.25 region.

What to expect in the coming price action

XRP is trading at a pivotal support region. A sweep below $2 into the golden pocket may act as a bullish trigger if followed by strong volume and a reclaim of the level. Watch for a breakout of the falling wedge pattern, which could send price toward $2.42 and eventually $4.25. If bulls fail to defend $1.59, the structure would be at risk, but for now, all signs suggest the market is coiling for a significant move higher.



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May 31, 2025 0 comments
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Steel City Interactive expands technical and creative departments
Esports

Steel City Interactive expands technical and creative departments

by admin May 21, 2025


Steel City Interactive has announced a partnership with recruitment agency Amiqus as it looks to scale its technical and creative teams.

The Sheffield-based studio has begun a recruitment drive to support the future of its Undisputed franchise, which fully launched last October and has since surpassed one million copies.

It’s currently looking for experienced developers in engineering, art, and design.

“[Our] recruitment drive represents a studio with long-term ambitions not just for Undisputed as a game, but for Steel City Interactive itself as a leading creative force in gaming,” the developer’s recently appointed VP of studio Tim Coupe tells GamesIndustry.biz.

“Our direction points towards greater technical polish, deeper player engagement, and Undisputed as the flagship franchise in a revitalised category.”

Steel City Interactive was founded in 2020 by brothers Ash, Asif, and Asad Habib.

“Steel City Interactive is undoubtedly on an impressive growth trajectory under their new leadership,” Amiqus business manager Liz Prince added.

“And as the studio continues to expand, Amiqus is delighted to be working alongside the team as their recruitment partner of choice, as we deploy our new Amiqus Alliance service for them.

“It is an exciting time for the growth of the games development sector in the region, and we are looking forward to playing our part.”



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May 21, 2025 0 comments
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