• Breaking news: Clair Obscur Devs have taken a field trip to the Final Fantasy offices for an "exchange of ideas." Yes, because nothing screams innovation like a group of nostalgic JRPG fans swapping notes on turn-based mechanics from the '90s. I can only imagine the thrilling discussions around how to revive a genre that many believed was buried under a mountain of overly complex battle systems and character backstories longer than a Final Fantasy loading screen. Who needs fresh concepts when you can just repackage the past, right?

    Get ready for the next Final Fantasy to be a love letter to Clair Obscur—because why create when you can nostalgically regurgitate?

    #ClairObscur #FinalFantasy #JRPG #
    Breaking news: Clair Obscur Devs have taken a field trip to the Final Fantasy offices for an "exchange of ideas." Yes, because nothing screams innovation like a group of nostalgic JRPG fans swapping notes on turn-based mechanics from the '90s. I can only imagine the thrilling discussions around how to revive a genre that many believed was buried under a mountain of overly complex battle systems and character backstories longer than a Final Fantasy loading screen. Who needs fresh concepts when you can just repackage the past, right? Get ready for the next Final Fantasy to be a love letter to Clair Obscur—because why create when you can nostalgically regurgitate? #ClairObscur #FinalFantasy #JRPG #
    KOTAKU.COM
    Clair Obscur Devs Visit Final Fantasy Offices For An 'Exchange Of Ideas'
    Clair Obscur: Expedition 33 is one of the biggest surprise gaming hits of 2025 and a traditional turn-based role-playing game that reminded many fans of the golden-era of PlayStation 1 JRPGs they still pine for. Some have even gone so far as to argue
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  • Hey everyone! Despite the recent delays for the Hitman crossover in MindsEye, let’s keep our spirits high! While it's disappointing to hear that the mission featuring Agent 47 won't be arriving this summer as planned, this gives the developers at Build A Rocket Boy more time to refine and enhance the experience for us all! Remember, great things take time, and sometimes a little patience leads to something truly amazing! Let's support the devs as they work hard to turn things around! Together, we can look forward to an incredible gaming experience!

    #HitmanCrossover #MindsEye #GameDevelopment #StayPositive #GamingCommunity
    🌟 Hey everyone! 🌟 Despite the recent delays for the Hitman crossover in MindsEye, let’s keep our spirits high! 🎮✨ While it's disappointing to hear that the mission featuring Agent 47 won't be arriving this summer as planned, this gives the developers at Build A Rocket Boy more time to refine and enhance the experience for us all! 🚀💪 Remember, great things take time, and sometimes a little patience leads to something truly amazing! Let's support the devs as they work hard to turn things around! Together, we can look forward to an incredible gaming experience! 🎉💖 #HitmanCrossover #MindsEye #GameDevelopment #StayPositive #GamingCommunity
    KOTAKU.COM
    2025's Worst Game Delays Hitman Crossover As Devs Promise More Updates
    An upcoming crossover mission in MindsEye that was set to bring Agent 47 of the Hitman franchise to the game this summer has been delayed until a “later date” as developer Build A Rocket Boy continues to try and salvage what has become the worst-revi
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  • So, it seems that Tony Hawk's Pro Skater 3+4 has taken its rivalry with Guitar Hero to the next level—by literally putting it in the trash! Who knew that a simple Easter egg could turn into an investigation worthy of a detective novel? I can just picture the Iron Galaxy devs, magnifying glasses in hand, pondering how a Guitar Hero clone ended up in a garbage can. Maybe it was just trying to escape the never-ending cycle of remakes! While they’re at it, maybe they should investigate how many more iconic games can be tossed aside in the name of nostalgia.

    #TonyHawksProSkater #GuitarHero #GamingNews #EasterEggs #IronGalaxy
    So, it seems that Tony Hawk's Pro Skater 3+4 has taken its rivalry with Guitar Hero to the next level—by literally putting it in the trash! Who knew that a simple Easter egg could turn into an investigation worthy of a detective novel? I can just picture the Iron Galaxy devs, magnifying glasses in hand, pondering how a Guitar Hero clone ended up in a garbage can. Maybe it was just trying to escape the never-ending cycle of remakes! While they’re at it, maybe they should investigate how many more iconic games can be tossed aside in the name of nostalgia. #TonyHawksProSkater #GuitarHero #GamingNews #EasterEggs #IronGalaxy
    KOTAKU.COM
    THPS 3 + 4 Puts Guitar Hero In The Trash, Devs 'Investigating' How This Happened
    Developer Iron Galaxy is “investigating” an Easter egg fans spotted involving a trash can and a Guitar Hero clone in the recently released Tony Hawk’s Pro Skater 3+4.Read more...
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  • Unigine 2.20 is out, and it adds support for 3D Gaussian Splatting. Not sure what that means, but I guess it’s nice for game devs or VFX folks. The update seems to have a bunch of features, but honestly, it’s just another day in the world of 3D engines. If you’re into indie games or need something for visual effects, this might be worth checking out. Anyway, it’s free, so that’s something. Not really feeling the excitement here.

    #Unigine #3DGaussianSplatting #IndieGames #VFX #GameDev
    Unigine 2.20 is out, and it adds support for 3D Gaussian Splatting. Not sure what that means, but I guess it’s nice for game devs or VFX folks. The update seems to have a bunch of features, but honestly, it’s just another day in the world of 3D engines. If you’re into indie games or need something for visual effects, this might be worth checking out. Anyway, it’s free, so that’s something. Not really feeling the excitement here. #Unigine #3DGaussianSplatting #IndieGames #VFX #GameDev
    Unigine 2.20 adds support for 3D Gaussian Splatting
    Check out the new features in this wide-ranging update to the real-time 3D engine. Available free for indie games and VFX projects.
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  • AU Deals: Today's Hottest AAA Discounts to Heat Up Your Game Cave Winter Hibernation

    Winter is well and truly biting, but this fresh crop of game deals is bringing the heat. From mythological mayhem to pocket-sized platformers, there’s something here for every taste and timeframe. If your digital shelf could use a mid-year injection of chaos, charm, or challenge, this week’s offerings are primed to please.This Day in Gaming In retro news, I’m lighting a 26‑candle cake for Silent Hill, the fog‑laden survival horror fest that kept '99-era me perched on a seat with barely 2% of the surface area of one butt cheek. I still remember tentatively sweeping my flashlight across those grainy, polygonal streets, only to have the beam half illuminate some scurrying something in the dark.
    Though the OG Resident Evil certainly vexed me first, the unique magic of Silent Hill lay in how its graphical limitations—thick fog and encroaching darkness—became tools of terror rather than platform limitations. Every ring of static from your radio or *that* air raid siren heralding the "other plane" of this madhouse could ratchet up the dread in an instant. Lastly, I recall working game retail at launch and having to help absolutely bloody everybody with a solution to the piano puzzle.Tank controls andbugger all visibility. OG Silent Hill was terrifying.Aussie bdays for notable games- Silent Hill1999. Redux- Marvel vs. Capcom 22000. Redux- The Conduit2009. eBay- Monster Hunter Generations2016. eBayContentsNice Savings for Nintendo SwitchAvailable now!Nintendo Switch 2 ConsoleNintendo Switch 2 + Mario Kart WorldNintendo kicks things off with Persona 5 Royal for Aa lavishly expanded edition of the genre-defining RPG whose original director Katsura Hashino was inspired by Carl Jung’s theories of the psyche. Also worth nabbing is Bravely Default II at Aa spiritual twinner to the Final Fantasy titles that’s cheekily packed with nostalgic mechanics like turning off random encounters to power-level in peace.Persona 5 Royal- ABravely Default II- ASonic Frontiers- ASonic x Shadow Generations- ANBA 2K25- AMetal Gear Col.- AExpiring Recent DealsOr gift a Nintendo eShop Card.Switch Console PricesHow much to Switch it up?Switch OLED + Mario Wonder: $̶5̶3̶9̶ |
    Switch Original: $̶4̶9̶9̶ |
    Switch OLED Black: $̶5̶3̶9̶ |
    Switch OLED White: $̶5̶3̶9̶ ♥ |
    Switch Lite: $̶3̶2̶9̶ |
    Switch Lite Hyrule: $̶3̶3̶9̶ See itBack to topExciting Bargains for Xbox Over on Xbox Series X, Warhammer 40,000: Space Marine 2 is slashing skulls and prices at Afinally giving fans the long-awaited sequel to one of gaming’s most satisfyingly weighty shooters. Suicide Squad: Kill the Justice League is an outrageous Aand despite its rocky reception, it’s a fascinating look at how Batman: Arkham devs tried to blend looter-shooter DNA into their universe.40K Space Marine 2- ASuicide Squad: KTJL- AWild Hearts- AAvatar: Pandora Gold Ed.- AHogwarts Legacy- AXbox OneTopSpin 2K25- ASunset Overdrive- AAlan Wake Rem.- AExpiring Recent DealsThe Witcher 3 Comp.- ATekken 8- ANBA 2K25- AFarming Simulator 25- AFC 25- ARed Dead Redemption 2- ALies of P- ALego Jurassic World- AOr just invest in an Xbox Card.Xbox Console PricesHow many bucks for a 'Box? Series X: $̶7̶9̶9̶ |
    Series S Black: $̶5̶4̶9̶ |
    Series S White:$̶4̶9̶9̶ |
    Series S Starter: N/ASee itBack to topPure Scores for PlayStationFor PS5 players, Marvel’s Spider-Man: Miles Morales swings down to Aletting you sling through Harlem while wearing everything from a Bodega Cat suit to a Spider-Verse frame-rate filter. Meanwhile, Ratchet & Clank: Rift Apart for Ais a tech marvel that started life as a PS4 title, before being fully rebuilt to show off the PS5’s SSD.PS4God of War Ragnarök- AGran Turismo 7- AWatch Dogs: Legion- AExpiring Recent DealsPS+ Monthly FreebiesYours to keep from May 1 with this subscriptionArk: Survival AscendedBalatroWarhammer 40,000: BoltgunOr purchase a PS Store Card.What you'll pay to 'Station.PS5 + Astro Bot:$̶7̶2̶4̶.9̶5̶ |
    PS5 Slim Disc:$̶7̶9̶9̶ |
    PS5 Slim Digital:6̶7̶9̶ |
    PS5 Pro $̶1̶,1̶9̶9̶ |
    PS VR2: |
    PS VR2 + Horizon: |
    PS Portal: See itBack to topPurchase Cheap for PCOn PC, Resident Evil 4 is a steal at Aa stunning remake where the developers added extra charm to Leon’s famous “Where’s everyone going, bingo?” line by letting players unlock vintage filters that emulate 2005-era graphics. Also notable is Lies of P at Athe Pinocchio-meets-Bloodborne mash-up that lets you lie in dialogue choices for combat perks.Lies of P- AThe Alters- AClair Obscur: Expedition 33- ASilent Hill 2- AForza Horizon 5- AResident Evil 4- AExpiring Recent DealsOr just get a Steam Wallet CardPC Hardware PricesSlay your pile of shame.Official launch in NovSteam Deck 256GB LCD: |
    Steam Deck 512GB OLED: |
    Steam Deck 1TB OLED: See it at SteamLaptop DealsDesktop DealsLenovo neo 50a G5 27" AIO– ALenovo neo 50q G4 Tiny– ALenovo neo 50t G5 Tower– ALegion Tower 5i G8– AMonitor DealsSamsung QE50T 50"– AARZOPA 16.1" 144Hz– AZ-Edge 27" 240Hz– AGawfolk 34" WQHD– ALG 27" Ultragear– AComponent DealsStorage DealsBack to topLegit LEGO DealsExpiring Recent DealsBack to topHot Headphones DealsAudiophilia for lessBose QuietComfort Ultra Wireless– ASoundcore by Anker Q20i– ASony MDR7506 Professional– ATechnics Premium– ABose SoundLink Flex– AJBL Charge 5 - Portable Speaker– AJBL Flip Essential 2 Waterproof Speaker– ASony SRS-XB100 Travel Speaker– AUltimate Ears Boom 3 Portable Speaker– ASamsung Galaxy Buds2 Pro– ASennheiser Momentum 4 Wireless– ABack to topTerrific TV DealsDo right by your console, upgrade your tellyLG 43" UT80 4K– AKogan 65" QLED 4K– AKogan 55" QLED 4K– ALG 55" UT80 4K– APrism+ Q75 Ultra 75" 4K QLED– AGaimoo Mini Projector 1080p w/ 4K– AGooDee 4K Projector– AVOPLLS Mini Projector 4K– AXuanPad Mini Projector– ALG S70TY Q Series Sound Barn*-22%) – ASony HTG700 Atmos Soundbar– AYamaha NS-SW050 Subwoofer– ASmart Home DealsBack to top Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube.
    #deals #today039s #hottest #aaa #discounts
    AU Deals: Today's Hottest AAA Discounts to Heat Up Your Game Cave Winter Hibernation
    Winter is well and truly biting, but this fresh crop of game deals is bringing the heat. From mythological mayhem to pocket-sized platformers, there’s something here for every taste and timeframe. If your digital shelf could use a mid-year injection of chaos, charm, or challenge, this week’s offerings are primed to please.This Day in Gaming 🎂In retro news, I’m lighting a 26‑candle cake for Silent Hill, the fog‑laden survival horror fest that kept '99-era me perched on a seat with barely 2% of the surface area of one butt cheek. I still remember tentatively sweeping my flashlight across those grainy, polygonal streets, only to have the beam half illuminate some scurrying something in the dark. Though the OG Resident Evil certainly vexed me first, the unique magic of Silent Hill lay in how its graphical limitations—thick fog and encroaching darkness—became tools of terror rather than platform limitations. Every ring of static from your radio or *that* air raid siren heralding the "other plane" of this madhouse could ratchet up the dread in an instant. Lastly, I recall working game retail at launch and having to help absolutely bloody everybody with a solution to the piano puzzle.Tank controls andbugger all visibility. OG Silent Hill was terrifying.Aussie bdays for notable games- Silent Hill1999. Redux- Marvel vs. Capcom 22000. Redux- The Conduit2009. eBay- Monster Hunter Generations2016. eBayContentsNice Savings for Nintendo SwitchAvailable now!Nintendo Switch 2 ConsoleNintendo Switch 2 + Mario Kart WorldNintendo kicks things off with Persona 5 Royal for Aa lavishly expanded edition of the genre-defining RPG whose original director Katsura Hashino was inspired by Carl Jung’s theories of the psyche. Also worth nabbing is Bravely Default II at Aa spiritual twinner to the Final Fantasy titles that’s cheekily packed with nostalgic mechanics like turning off random encounters to power-level in peace.Persona 5 Royal- ABravely Default II- ASonic Frontiers- ASonic x Shadow Generations- ANBA 2K25- AMetal Gear Col.- AExpiring Recent DealsOr gift a Nintendo eShop Card.Switch Console PricesHow much to Switch it up?Switch OLED + Mario Wonder: $̶5̶3̶9̶ | Switch Original: $̶4̶9̶9̶ | Switch OLED Black: $̶5̶3̶9̶ | Switch OLED White: $̶5̶3̶9̶ ♥ | Switch Lite: $̶3̶2̶9̶ | Switch Lite Hyrule: $̶3̶3̶9̶ See itBack to topExciting Bargains for Xbox Over on Xbox Series X, Warhammer 40,000: Space Marine 2 is slashing skulls and prices at Afinally giving fans the long-awaited sequel to one of gaming’s most satisfyingly weighty shooters. Suicide Squad: Kill the Justice League is an outrageous Aand despite its rocky reception, it’s a fascinating look at how Batman: Arkham devs tried to blend looter-shooter DNA into their universe.40K Space Marine 2- ASuicide Squad: KTJL- AWild Hearts- AAvatar: Pandora Gold Ed.- AHogwarts Legacy- AXbox OneTopSpin 2K25- ASunset Overdrive- AAlan Wake Rem.- AExpiring Recent DealsThe Witcher 3 Comp.- ATekken 8- ANBA 2K25- AFarming Simulator 25- AFC 25- ARed Dead Redemption 2- ALies of P- ALego Jurassic World- AOr just invest in an Xbox Card.Xbox Console PricesHow many bucks for a 'Box? Series X: $̶7̶9̶9̶ 👑| Series S Black: $̶5̶4̶9̶ | Series S White:$̶4̶9̶9̶ | Series S Starter: N/ASee itBack to topPure Scores for PlayStationFor PS5 players, Marvel’s Spider-Man: Miles Morales swings down to Aletting you sling through Harlem while wearing everything from a Bodega Cat suit to a Spider-Verse frame-rate filter. Meanwhile, Ratchet & Clank: Rift Apart for Ais a tech marvel that started life as a PS4 title, before being fully rebuilt to show off the PS5’s SSD.PS4God of War Ragnarök- AGran Turismo 7- AWatch Dogs: Legion- AExpiring Recent DealsPS+ Monthly FreebiesYours to keep from May 1 with this subscriptionArk: Survival AscendedBalatroWarhammer 40,000: BoltgunOr purchase a PS Store Card.What you'll pay to 'Station.PS5 + Astro Bot:$̶7̶2̶4̶.9̶5̶ 👑 | PS5 Slim Disc:$̶7̶9̶9̶ | PS5 Slim Digital:6̶7̶9̶ | PS5 Pro $̶1̶,1̶9̶9̶ | PS VR2: | PS VR2 + Horizon: | PS Portal: See itBack to topPurchase Cheap for PCOn PC, Resident Evil 4 is a steal at Aa stunning remake where the developers added extra charm to Leon’s famous “Where’s everyone going, bingo?” line by letting players unlock vintage filters that emulate 2005-era graphics. Also notable is Lies of P at Athe Pinocchio-meets-Bloodborne mash-up that lets you lie in dialogue choices for combat perks.Lies of P- AThe Alters- AClair Obscur: Expedition 33- ASilent Hill 2- AForza Horizon 5- AResident Evil 4- AExpiring Recent DealsOr just get a Steam Wallet CardPC Hardware PricesSlay your pile of shame.Official launch in NovSteam Deck 256GB LCD: | Steam Deck 512GB OLED: | Steam Deck 1TB OLED: See it at SteamLaptop DealsDesktop DealsLenovo neo 50a G5 27" AIO– ALenovo neo 50q G4 Tiny– ALenovo neo 50t G5 Tower– ALegion Tower 5i G8– AMonitor DealsSamsung QE50T 50"– AARZOPA 16.1" 144Hz– AZ-Edge 27" 240Hz– AGawfolk 34" WQHD– ALG 27" Ultragear– AComponent DealsStorage DealsBack to topLegit LEGO DealsExpiring Recent DealsBack to topHot Headphones DealsAudiophilia for lessBose QuietComfort Ultra Wireless– ASoundcore by Anker Q20i– ASony MDR7506 Professional– ATechnics Premium– ABose SoundLink Flex– AJBL Charge 5 - Portable Speaker– AJBL Flip Essential 2 Waterproof Speaker– ASony SRS-XB100 Travel Speaker– AUltimate Ears Boom 3 Portable Speaker– ASamsung Galaxy Buds2 Pro– ASennheiser Momentum 4 Wireless– ABack to topTerrific TV DealsDo right by your console, upgrade your tellyLG 43" UT80 4K– AKogan 65" QLED 4K– AKogan 55" QLED 4K– ALG 55" UT80 4K– APrism+ Q75 Ultra 75" 4K QLED– AGaimoo Mini Projector 1080p w/ 4K– AGooDee 4K Projector– AVOPLLS Mini Projector 4K– AXuanPad Mini Projector– ALG S70TY Q Series Sound Barn*-22%) – ASony HTG700 Atmos Soundbar– AYamaha NS-SW050 Subwoofer– ASmart Home DealsBack to top Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube. #deals #today039s #hottest #aaa #discounts
    WWW.IGN.COM
    AU Deals: Today's Hottest AAA Discounts to Heat Up Your Game Cave Winter Hibernation
    Winter is well and truly biting, but this fresh crop of game deals is bringing the heat. From mythological mayhem to pocket-sized platformers, there’s something here for every taste and timeframe. If your digital shelf could use a mid-year injection of chaos, charm, or challenge, this week’s offerings are primed to please.This Day in Gaming 🎂In retro news, I’m lighting a 26‑candle cake for Silent Hill, the fog‑laden survival horror fest that kept '99-era me perched on a seat with barely 2% of the surface area of one butt cheek. I still remember tentatively sweeping my flashlight across those grainy, polygonal streets, only to have the beam half illuminate some scurrying something in the dark. Though the OG Resident Evil certainly vexed me first, the unique magic of Silent Hill lay in how its graphical limitations—thick fog and encroaching darkness—became tools of terror rather than platform limitations. Every ring of static from your radio or *that* air raid siren heralding the "other plane" of this madhouse could ratchet up the dread in an instant. Lastly, I recall working game retail at launch and having to help absolutely bloody everybody with a solution to the piano puzzle.Tank controls and (hardware induced) bugger all visibility. OG Silent Hill was terrifying.Aussie bdays for notable games- Silent Hill (PS) 1999. Redux- Marvel vs. Capcom 2 (DC) 2000. Redux- The Conduit (Wii) 2009. eBay- Monster Hunter Generations (3DS) 2016. eBayContentsNice Savings for Nintendo SwitchAvailable now!Nintendo Switch 2 ConsoleNintendo Switch 2 + Mario Kart WorldNintendo kicks things off with Persona 5 Royal for A$66.60, a lavishly expanded edition of the genre-defining RPG whose original director Katsura Hashino was inspired by Carl Jung’s theories of the psyche. Also worth nabbing is Bravely Default II at A$63.10, a spiritual twinner to the Final Fantasy titles that’s cheekily packed with nostalgic mechanics like turning off random encounters to power-level in peace.Persona 5 Royal (-33%) - A$66.60Bravely Default II (-21%) - A$63.10Sonic Frontiers (-53%) - A$47Sonic x Shadow Generations (-35%) - A$49NBA 2K25 (-79%) - A$19Metal Gear Col. (-50%) - A$45Expiring Recent DealsOr gift a Nintendo eShop Card.Switch Console PricesHow much to Switch it up?Switch OLED + Mario Wonder: $̶5̶3̶9̶ $538 | Switch Original: $̶4̶9̶9̶ $448 | Switch OLED Black: $̶5̶3̶9̶ $469 | Switch OLED White: $̶5̶3̶9̶ $449 ♥ | Switch Lite: $̶3̶2̶9̶ $328 | Switch Lite Hyrule: $̶3̶3̶9̶ $335See itBack to topExciting Bargains for Xbox Over on Xbox Series X, Warhammer 40,000: Space Marine 2 is slashing skulls and prices at A$49.90, finally giving fans the long-awaited sequel to one of gaming’s most satisfyingly weighty shooters. Suicide Squad: Kill the Justice League is an outrageous A$9.90, and despite its rocky reception, it’s a fascinating look at how Batman: Arkham devs tried to blend looter-shooter DNA into their universe.40K Space Marine 2 (-54%) - A$49.90Suicide Squad: KTJL (-91%) - A$9.90Wild Hearts (-83%) - A$19Avatar: Pandora Gold Ed. (-69%) - A$49.90Hogwarts Legacy (-75%) - A$27.40Xbox OneTopSpin 2K25 (-88%) - A$14.90Sunset Overdrive (-36%) - A$19.20Alan Wake Rem. (-85%) - A$6.70Expiring Recent DealsThe Witcher 3 Comp. (-56%) - A$34.80Tekken 8 (-53%) - A$39.90NBA 2K25 (-80%) - A$24Farming Simulator 25 (-32%) - A$68FC 25 (-57%) - A$34Red Dead Redemption 2 (-78%) - A$20Lies of P (-19%) - A$73Lego Jurassic World (-65%) - A$22.50Or just invest in an Xbox Card.Xbox Console PricesHow many bucks for a 'Box? Series X: $̶7̶9̶9̶ $724 👑| Series S Black: $̶5̶4̶9̶ $545 | Series S White:$̶4̶9̶9̶ $498 | Series S Starter: N/ASee itBack to topPure Scores for PlayStationFor PS5 players, Marvel’s Spider-Man: Miles Morales swings down to A$39, letting you sling through Harlem while wearing everything from a Bodega Cat suit to a Spider-Verse frame-rate filter. Meanwhile, Ratchet & Clank: Rift Apart for A$54 is a tech marvel that started life as a PS4 title, before being fully rebuilt to show off the PS5’s SSD.PS4God of War Ragnarök (-60%) - A$44Gran Turismo 7 (-60%) - A$44Watch Dogs: Legion (-86%) - A$13.60Expiring Recent DealsPS+ Monthly FreebiesYours to keep from May 1 with this subscriptionArk: Survival Ascended (PS5)Balatro (PS5/PS4)Warhammer 40,000: Boltgun (PS5/PS4)Or purchase a PS Store Card.What you'll pay to 'Station.PS5 + Astro Bot:$̶7̶2̶4̶.9̶5̶ $699👑 | PS5 Slim Disc:$̶7̶9̶9̶ $625 | PS5 Slim Digital:6̶7̶9̶ $549 | PS5 Pro $̶1̶,1̶9̶9̶ $1,049 | PS VR2: $649.95 | PS VR2 + Horizon: $1,099 | PS Portal: $329See itBack to topPurchase Cheap for PCOn PC, Resident Evil 4 is a steal at A$29.90, a stunning remake where the developers added extra charm to Leon’s famous “Where’s everyone going, bingo?” line by letting players unlock vintage filters that emulate 2005-era graphics. Also notable is Lies of P at A$76.40, the Pinocchio-meets-Bloodborne mash-up that lets you lie in dialogue choices for combat perks.Lies of P (-15%) - A$76.40The Alters (-30%) - A$35.60Clair Obscur: Expedition 33 (-18%) - A$57.30Silent Hill 2 (-40%) - A$61.50Forza Horizon 5 (-65%) - A$31.40Resident Evil 4 (-50%) - A$29.90Expiring Recent DealsOr just get a Steam Wallet CardPC Hardware PricesSlay your pile of shame.Official launch in NovSteam Deck 256GB LCD: $649 | Steam Deck 512GB OLED: $899 | Steam Deck 1TB OLED: $1,049See it at SteamLaptop DealsDesktop DealsLenovo neo 50a G5 27" AIO (-47%) – A$1,379Lenovo neo 50q G4 Tiny (-35%) – A$639Lenovo neo 50t G5 Tower (-20%) – A$871.20Legion Tower 5i G8 (-29%) – A$1,899Monitor DealsSamsung QE50T 50" (-31%) – A$596ARZOPA 16.1" 144Hz (-55%) – A$159.99Z-Edge 27" 240Hz (-15%) – A$237.99Gawfolk 34" WQHD (-28%) – A$359LG 27" Ultragear (-42%) – A$349Component DealsStorage DealsBack to topLegit LEGO DealsExpiring Recent DealsBack to topHot Headphones DealsAudiophilia for lessBose QuietComfort Ultra Wireless (-38%) – A$399.95Soundcore by Anker Q20i (-43%) – A$68.79Sony MDR7506 Professional (-30%) – A$169Technics Premium (-46%) – A$299Bose SoundLink Flex (-31%) – A$171JBL Charge 5 - Portable Speaker (-28%) – A$144JBL Flip Essential 2 Waterproof Speaker (-26%) – A$96Sony SRS-XB100 Travel Speaker (-41%) – A$84.15Ultimate Ears Boom 3 Portable Speaker (-41%) – A$134.95Samsung Galaxy Buds2 Pro (-26%) – A$259.29Sennheiser Momentum 4 Wireless (-46%) – A$275Back to topTerrific TV DealsDo right by your console, upgrade your tellyLG 43" UT80 4K (-24%) – A$635Kogan 65" QLED 4K (-50%) – A$699Kogan 55" QLED 4K (-45%) – A$549LG 55" UT80 4K (-28%) – A$866Prism+ Q75 Ultra 75" 4K QLED (-47%) – A$1,229Gaimoo Mini Projector 1080p w/ 4K (-33%) – A$119.99GooDee 4K Projector (-58%) – A$169.99VOPLLS Mini Projector 4K (-19%) – A$168.99XuanPad Mini Projector (-36%) – A$128.99LG S70TY Q Series Sound Barn*-22%) – A$546Sony HTG700 Atmos Soundbar (-15%) – A$594Yamaha NS-SW050 Subwoofer (-13%) – A$270Smart Home DealsBack to top Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube.
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  • Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix

    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode

    Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode

    Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. .
    #dune #awakening #helicopters #are #039goomba
    Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix
    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. . #dune #awakening #helicopters #are #039goomba
    KOTAKU.COM
    Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix
    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. .
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  • Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more

    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
    #game #dev #digest #issue #design
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article. #game #dev #digest #issue #design
    GAMEDEV.NET
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game (unlike horror, which I still think everyone should at least one). But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity [Full Tutorial] - Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline (HDRP), along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence (v2): Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.[You can find it on Steam]Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
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  • CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"

    DriftingSpirit
    Member

    Oct 25, 2017

    18,563

    They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions.

    4:15 for console focus and 60fps
    38:50 for the Series S comment 

    bsigg
    Member

    Oct 25, 2017

    25,153Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview



    www.resetera.com

     

    Skot
    Member

    Oct 30, 2017

    645

    720p on Series S incoming
     

    Bulby
    Prophet of Truth
    Member

    Oct 29, 2017

    6,006

    Berlin

    I think think any series s user will be happy with a beautiful 900p 30fps
     

    Chronos
    Member

    Oct 27, 2017

    1,249

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.
     

    HellofaMouse
    Member

    Oct 27, 2017

    8,551

    i wonder if this'll come out before the gen is over?

    good chance itll be a 2077 situation, cross-gen release with a broken ps6 version 

    logash
    Member

    Oct 27, 2017

    6,526

    This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.
     

    KRT
    Member

    Aug 7, 2020

    247

    Series S was a mistake
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.
     

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Bulby said:

    I think think any series s user will be happy with a beautiful 900p 30fps

    Click to expand...
    Click to shrink...

     

    Yuuber
    Member

    Oct 28, 2017

    4,540

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2. 

    MANTRA
    Member

    Feb 21, 2024

    1,198

    No one who cares about 60fps should be buying a Series S, just make it 30fps.
     

    Roytheone
    Member

    Oct 25, 2017

    6,185

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed. 

    Matterhorn
    Member

    Feb 6, 2019

    254

    United States

    Hoping for a very nice looking 30fps Switch 2 version.
     

    Universal Acclaim
    Member

    Oct 5, 2024

    2,617

    Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    Matterhorn said:

    Hoping for a very nice looking 30fps Switch 2 version.

    Click to expand...
    Click to shrink...

    It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version.

    EDIT: And they probably need to redo all the assets.

    /

    Fortnite doesn't use Nanite and Lumen on Switch 2. 

    Last edited: Yesterday at 4:18 PM

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Universal Acclaim said:

    Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps?

    Click to expand...
    Click to shrink...

    Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.
     

    Greywaren
    Member

    Jul 16, 2019

    13,530

    Spain

    60 fps target is fantastic, I wish it was the norm.
     

    julia crawford
    Took the red AND the blue pills
    Member

    Oct 27, 2017

    40,709

    i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.
     

    Spoit
    Member

    Oct 28, 2017

    5,599

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back
     

    PLASTICA-MAN
    Member

    Oct 26, 2017

    29,563

    chris 1515 said:

    The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.

    Click to expand...
    Click to shrink...

    There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too.
    Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced.
    UE5 can still trace shadows if they want to push things even further. 

    overthewaves
    Member

    Sep 30, 2020

    1,203

    What about the PS5 handheld?
     

    nullpotential
    Member

    Jun 24, 2024

    87

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    Consoles were a mistake. 

    GPU
    Member

    Oct 10, 2024

    1,075

    I really dont think Series S/X will be much of a factor by the time this game comes out.
     

    Lashley
    <<Tag Here>>
    Member

    Oct 25, 2017

    65,679

    Just make series s 480p 30fps
     

    pappacone
    Member

    Jan 10, 2020

    4,076

    Greywaren said:

    60 fps target is fantastic, I wish it was the norm.

    Click to expand...
    Click to shrink...

    It pretty much is
     

    Super
    Studied the Buster Sword
    Member

    Jan 29, 2022

    13,601

    I hope they can pull 60 FPS off in the full game.
     

    Theorry
    Member

    Oct 27, 2017

    69,045

    "target"

    Uh huh. We know how that is gonna go. 

    Jakartalado
    Member

    Oct 27, 2017

    2,818

    São Paulo, Brazil

    Skot said:

    720p on Series S incoming

    Click to expand...
    Click to shrink...

    If the PS5 is internally at 720p up to 900p, I seriously doubt that. 

    Revoltoftheunique
    Member

    Jan 23, 2022

    2,312

    It will be unstable 60fps with lots of stuttering.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.
     

    Horns
    Member

    Dec 7, 2018

    3,423

    I hope Microsoft drops the requirement for Series S by the time this comes out.
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    PLASTICA-MAN said:

    There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too.

    Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced.
    UE5 can still trace shadows if they want to push things even further.
    Click to expand...
    Click to shrink...

    Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. 

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Spoit said:

    And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back

    Click to expand...
    Click to shrink...

    Has it been confirmed that Sony is going to have release requirements like the XS?
     

    Commander Shepherd
    Member

    Jan 27, 2023

    173

    Anyone remember when no load screens was talked about for Witcher 3?
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balancedand 30 fps mode.

    This is not the other way around. 

    stanman
    Member

    Feb 13, 2025

    235

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    And your mistake is comparing a PC graphics card to a console. 

    PLASTICA-MAN
    Member

    Oct 26, 2017

    29,563

    chris 1515 said:

    Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.

    Click to expand...
    Click to shrink...

    Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS. 

    ArchedThunder
    Uncle Beerus
    Member

    Oct 25, 2017

    21,278

    chris 1515 said:

    It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version.

    EDIT: And they probably need to redo all the assets.

    /

    Fortnite doesn't use Nanite and Lumen on Switch 2.
    Click to expand...
    Click to shrink...

    Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.
     

    jroc74
    Member

    Oct 27, 2017

    34,465

    Interesting times ahead....

    bitcloudrzr said:

    Has it been confirmed that Sony is going to have release requirements like the XS?

    Click to expand...
    Click to shrink...

    Your know good n well everything about this rumor has been confirmed.

    /S 

    Derbel McDillet
    ▲ Legend ▲
    Member

    Nov 23, 2022

    25,250

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    stanman said:

    And your mistake is comparing a PC graphics card to a console.

    Click to expand...
    Click to shrink...

     

    reksveks
    Member

    May 17, 2022

    7,628

    Horns said:

    I hope Microsoft drops the requirement for Series S by the time this comes out.

    Click to expand...
    Click to shrink...

    why? dev can make it 30 fps on series s and 60 fps on series x if needed.

    if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4. 

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version?

    If the game was made with software lumen as the base it would have holding back your 5090...

    Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general. 

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    jroc74 said:

    Interesting times ahead....

    Your know good n well everything about this rumor has been confirmed.

    /S
    Click to expand...
    Click to shrink...

    Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    chris 1515 said:

    No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version?

    If the game was made with software lumen as the base it would have holding back your 5090...

    Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general.
    Click to expand...
    Click to shrink...

    Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.
     

    cursed beef
    Member

    Jan 3, 2021

    998

    Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?
     

    Alvis
    Saw the truth behind the copied door
    Member

    Oct 25, 2017

    12,270

    EU

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS.

    The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation. 

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    misqoute post
     

    jroc74
    Member

    Oct 27, 2017

    34,465

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games.

    How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck.

    At least ppl saying that about the Series S are comparing it to other consoles.

    That said, it is interesting they are focusing on consoles first, then PC. 
    #projekt #red #tw4 #has #console
    CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"
    DriftingSpirit Member Oct 25, 2017 18,563 They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions. 4:15 for console focus and 60fps 38:50 for the Series S comment  bsigg Member Oct 25, 2017 25,153Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview www.resetera.com   Skot Member Oct 30, 2017 645 720p on Series S incoming   Bulby Prophet of Truth Member Oct 29, 2017 6,006 Berlin I think think any series s user will be happy with a beautiful 900p 30fps   Chronos Member Oct 27, 2017 1,249 This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.   HellofaMouse Member Oct 27, 2017 8,551 i wonder if this'll come out before the gen is over? good chance itll be a 2077 situation, cross-gen release with a broken ps6 version  logash Member Oct 27, 2017 6,526 This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.   KRT Member Aug 7, 2020 247 Series S was a mistake   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.   bitcloudrzr Member May 31, 2018 21,044 Bulby said: I think think any series s user will be happy with a beautiful 900p 30fps Click to expand... Click to shrink...   Yuuber Member Oct 28, 2017 4,540 KRT said: Series S was a mistake Click to expand... Click to shrink... Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2.  MANTRA Member Feb 21, 2024 1,198 No one who cares about 60fps should be buying a Series S, just make it 30fps.   Roytheone Member Oct 25, 2017 6,185 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed.  Matterhorn Member Feb 6, 2019 254 United States Hoping for a very nice looking 30fps Switch 2 version.   Universal Acclaim Member Oct 5, 2024 2,617 Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain Matterhorn said: Hoping for a very nice looking 30fps Switch 2 version. Click to expand... Click to shrink... It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. / Fortnite doesn't use Nanite and Lumen on Switch 2.  Last edited: Yesterday at 4:18 PM bitcloudrzr Member May 31, 2018 21,044 Universal Acclaim said: Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps? Click to expand... Click to shrink... Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.   Greywaren Member Jul 16, 2019 13,530 Spain 60 fps target is fantastic, I wish it was the norm.   julia crawford Took the red AND the blue pills Member Oct 27, 2017 40,709 i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.   Spoit Member Oct 28, 2017 5,599 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back   PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S. Click to expand... Click to shrink... There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further.  overthewaves Member Sep 30, 2020 1,203 What about the PS5 handheld?   nullpotential Member Jun 24, 2024 87 KRT said: Series S was a mistake Click to expand... Click to shrink... Consoles were a mistake.  GPU Member Oct 10, 2024 1,075 I really dont think Series S/X will be much of a factor by the time this game comes out.   Lashley <<Tag Here>> Member Oct 25, 2017 65,679 Just make series s 480p 30fps   pappacone Member Jan 10, 2020 4,076 Greywaren said: 60 fps target is fantastic, I wish it was the norm. Click to expand... Click to shrink... It pretty much is   Super Studied the Buster Sword Member Jan 29, 2022 13,601 I hope they can pull 60 FPS off in the full game.   Theorry Member Oct 27, 2017 69,045 "target" Uh huh. We know how that is gonna go.  Jakartalado Member Oct 27, 2017 2,818 São Paulo, Brazil Skot said: 720p on Series S incoming Click to expand... Click to shrink... If the PS5 is internally at 720p up to 900p, I seriously doubt that.  Revoltoftheunique Member Jan 23, 2022 2,312 It will be unstable 60fps with lots of stuttering.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin KRT said: Series S was a mistake Click to expand... Click to shrink... With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.   Horns Member Dec 7, 2018 3,423 I hope Microsoft drops the requirement for Series S by the time this comes out.   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain PLASTICA-MAN said: There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further. Click to expand... Click to shrink... Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.  bitcloudrzr Member May 31, 2018 21,044 Spoit said: And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back Click to expand... Click to shrink... Has it been confirmed that Sony is going to have release requirements like the XS?   Commander Shepherd Member Jan 27, 2023 173 Anyone remember when no load screens was talked about for Witcher 3?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balancedand 30 fps mode. This is not the other way around.  stanman Member Feb 13, 2025 235 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... And your mistake is comparing a PC graphics card to a console.  PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. Click to expand... Click to shrink... Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,278 chris 1515 said: It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. / Fortnite doesn't use Nanite and Lumen on Switch 2. Click to expand... Click to shrink... Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.   jroc74 Member Oct 27, 2017 34,465 Interesting times ahead.... bitcloudrzr said: Has it been confirmed that Sony is going to have release requirements like the XS? Click to expand... Click to shrink... Your know good n well everything about this rumor has been confirmed. /S  Derbel McDillet ▲ Legend ▲ Member Nov 23, 2022 25,250 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin stanman said: And your mistake is comparing a PC graphics card to a console. Click to expand... Click to shrink...   reksveks Member May 17, 2022 7,628 Horns said: I hope Microsoft drops the requirement for Series S by the time this comes out. Click to expand... Click to shrink... why? dev can make it 30 fps on series s and 60 fps on series x if needed. if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4.  chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general.  bitcloudrzr Member May 31, 2018 21,044 jroc74 said: Interesting times ahead.... Your know good n well everything about this rumor has been confirmed. /S Click to expand... Click to shrink... Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin chris 1515 said: No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general. Click to expand... Click to shrink... Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.   cursed beef Member Jan 3, 2021 998 Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,270 EU Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS. The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation.  defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin misqoute post   jroc74 Member Oct 27, 2017 34,465 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games. How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck. At least ppl saying that about the Series S are comparing it to other consoles. That said, it is interesting they are focusing on consoles first, then PC.  #projekt #red #tw4 #has #console
    WWW.RESETERA.COM
    CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"
    DriftingSpirit Member Oct 25, 2017 18,563 They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions. 4:15 for console focus and 60fps 38:50 for the Series S comment  bsigg Member Oct 25, 2017 25,153 [DF] Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview https://www.youtube.com/watch?v=OplYN2MMI4Q www.resetera.com   Skot Member Oct 30, 2017 645 720p on Series S incoming   Bulby Prophet of Truth Member Oct 29, 2017 6,006 Berlin I think think any series s user will be happy with a beautiful 900p 30fps   Chronos Member Oct 27, 2017 1,249 This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.   HellofaMouse Member Oct 27, 2017 8,551 i wonder if this'll come out before the gen is over? good chance itll be a 2077 situation, cross-gen release with a broken ps6 version  logash Member Oct 27, 2017 6,526 This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.   KRT Member Aug 7, 2020 247 Series S was a mistake   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.   bitcloudrzr Member May 31, 2018 21,044 Bulby said: I think think any series s user will be happy with a beautiful 900p 30fps Click to expand... Click to shrink...   Yuuber Member Oct 28, 2017 4,540 KRT said: Series S was a mistake Click to expand... Click to shrink... Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2.  MANTRA Member Feb 21, 2024 1,198 No one who cares about 60fps should be buying a Series S, just make it 30fps.   Roytheone Member Oct 25, 2017 6,185 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed.  Matterhorn Member Feb 6, 2019 254 United States Hoping for a very nice looking 30fps Switch 2 version.   Universal Acclaim Member Oct 5, 2024 2,617 Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain Matterhorn said: Hoping for a very nice looking 30fps Switch 2 version. Click to expand... Click to shrink... It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. https://www.reddit.com/r/FortNiteBR/comments/1l4a1o4/fortnite_on_the_switch_2_looks_great_these_low/ Fortnite doesn't use Nanite and Lumen on Switch 2.  Last edited: Yesterday at 4:18 PM bitcloudrzr Member May 31, 2018 21,044 Universal Acclaim said: Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps? Click to expand... Click to shrink... Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.   Greywaren Member Jul 16, 2019 13,530 Spain 60 fps target is fantastic, I wish it was the norm.   julia crawford Took the red AND the blue pills Member Oct 27, 2017 40,709 i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.   Spoit Member Oct 28, 2017 5,599 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back   PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S. Click to expand... Click to shrink... There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further.  overthewaves Member Sep 30, 2020 1,203 What about the PS5 handheld?   nullpotential Member Jun 24, 2024 87 KRT said: Series S was a mistake Click to expand... Click to shrink... Consoles were a mistake.  GPU Member Oct 10, 2024 1,075 I really dont think Series S/X will be much of a factor by the time this game comes out.   Lashley <<Tag Here>> Member Oct 25, 2017 65,679 Just make series s 480p 30fps   pappacone Member Jan 10, 2020 4,076 Greywaren said: 60 fps target is fantastic, I wish it was the norm. Click to expand... Click to shrink... It pretty much is   Super Studied the Buster Sword Member Jan 29, 2022 13,601 I hope they can pull 60 FPS off in the full game.   Theorry Member Oct 27, 2017 69,045 "target" Uh huh. We know how that is gonna go.  Jakartalado Member Oct 27, 2017 2,818 São Paulo, Brazil Skot said: 720p on Series S incoming Click to expand... Click to shrink... If the PS5 is internally at 720p up to 900p, I seriously doubt that.  Revoltoftheunique Member Jan 23, 2022 2,312 It will be unstable 60fps with lots of stuttering.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin KRT said: Series S was a mistake Click to expand... Click to shrink... With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.   Horns Member Dec 7, 2018 3,423 I hope Microsoft drops the requirement for Series S by the time this comes out.   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain PLASTICA-MAN said: There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further. Click to expand... Click to shrink... Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.  bitcloudrzr Member May 31, 2018 21,044 Spoit said: And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back Click to expand... Click to shrink... Has it been confirmed that Sony is going to have release requirements like the XS?   Commander Shepherd Member Jan 27, 2023 173 Anyone remember when no load screens was talked about for Witcher 3?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balanced(40 fps) and 30 fps mode. This is not the other way around.  stanman Member Feb 13, 2025 235 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... And your mistake is comparing a PC graphics card to a console.  PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. Click to expand... Click to shrink... Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,278 chris 1515 said: It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. https://www.reddit.com/r/FortNiteBR/comments/1l4a1o4/fortnite_on_the_switch_2_looks_great_these_low/ Fortnite doesn't use Nanite and Lumen on Switch 2. Click to expand... Click to shrink... Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.   jroc74 Member Oct 27, 2017 34,465 Interesting times ahead.... bitcloudrzr said: Has it been confirmed that Sony is going to have release requirements like the XS? Click to expand... Click to shrink... Your know good n well everything about this rumor has been confirmed. /S  Derbel McDillet ▲ Legend ▲ Member Nov 23, 2022 25,250 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin stanman said: And your mistake is comparing a PC graphics card to a console. Click to expand... Click to shrink...   reksveks Member May 17, 2022 7,628 Horns said: I hope Microsoft drops the requirement for Series S by the time this comes out. Click to expand... Click to shrink... why? dev can make it 30 fps on series s and 60 fps on series x if needed. if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4.  chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalight(direct raytraced shadows with tons of lighe source) and better raytracing settings in general.  bitcloudrzr Member May 31, 2018 21,044 jroc74 said: Interesting times ahead.... Your know good n well everything about this rumor has been confirmed. /S Click to expand... Click to shrink... Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin chris 1515 said: No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalight(direct raytraced shadows) and better raytracing settings in general. Click to expand... Click to shrink... Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.   cursed beef Member Jan 3, 2021 998 Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,270 EU Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS. The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation.  defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin misqoute post   jroc74 Member Oct 27, 2017 34,465 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games. How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck. At least ppl saying that about the Series S are comparing it to other consoles. That said, it is interesting they are focusing on consoles first, then PC. 
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  • Mock up a website in five prompts

    “Wait, can users actually add products to the cart?”Every prototype faces that question or one like it. You start to explain it’s “just Figma,” “just dummy data,” but what if you didn’t need disclaimers?What if you could hand clients—or your team—a working, data-connected mock-up of their website, or new pages and components, in less time than it takes to wireframe?That’s the challenge we’ll tackle today. But first, we need to look at:The problem with today’s prototyping toolsPick two: speed, flexibility, or interactivity.The prototyping ecosystem, despite having amazing software that addresses a huge variety of needs, doesn’t really have one tool that gives you all three.Wireframing apps let you draw boxes in minutes but every button is fake. Drag-and-drop builders animate scroll triggers until you ask for anything off-template. Custom code frees you… after you wave goodbye to a few afternoons.AI tools haven’t smashed the trade-off; they’ve just dressed it in flashier costumes. One prompt births a landing page, the next dumps a 2,000-line, worse-than-junior-level React file in your lap. The bottleneck is still there. Builder’s approach to website mockupsWe’ve been trying something a little different to maintain speed, flexibility, and interactivity while mocking full websites. Our AI-driven visual editor:Spins up a repo in seconds or connects to your existing one to use the code as design inspiration. React, Vue, Angular, and Svelte all work out of the box.
    Lets you shape components via plain English, visual edits, copy/pasted Figma frames, web inspos, MCP tools, and constant visual awareness of your entire website.
    Commits each change as a clean GitHub pull request your team can review like hand-written code. All your usual CI checks and lint rules apply.And if you need a tweak, you can comment to @builderio-bot right in the GitHub PR to make asynchronous changes without context switching.This results in a live site the café owner can interact with today, and a branch your devs can merge tomorrow. Stakeholders get to click actual buttons and trigger real state—no more “so, just imagine this works” demos.Let’s see it in action.From blank canvas to working mockup in five promptsToday, I’m going to mock up a fake business website. You’re welcome to create a real one.Before we fire off a single prompt, grab a note and write:Business name & vibe
    Core pages
    Primary goal
    Brand palette & toneThat’s it. Don’t sweat the details—we can always iterate. For mine, I wrote:1. Sunny Trails Bakery — family-owned, feel-good, smells like warm cinnamon.
    2. Home, About, Pricing / Subscription Box, Menu.
    3. Drive online orders and foot traffic—every CTA should funnel toward “Order Now” or “Reserve a Table.”
    4. Warm yellow, chocolate brown, rounded typography, playful copy.We’re not trying to fit everything here. What matters is clarity on what we’re creating, so the AI has enough context to produce usable scaffolds, and so later tweaks stay aligned with the client’s vision. Builder will default to using React, Vite, and Tailwind. If you want a different JS framework, you can link an existing repo in that stack. In the near future, you won’t need to do this extra step to get non-React frameworks to function.An entire website from the first promptNow, we’re ready to get going.Head over to Builder.io and paste in this prompt or your own:Create a cozy bakery website called “Sunny Trails Bakery” with pages for:
    • Home
    • About
    • Pricing
    • Menu
    Brand palette: warm yellow and chocolate brown. Tone: playful, inviting. The restaurant is family-owned, feel-good, and smells like cinnamon.
    The goal of this site is to drive online orders and foot traffic—every CTA should funnel toward "Order Now" or "Reserve a Table."Once you hit enter, Builder will spin up a new dev container, and then inside that container, the AI will build out the first version of your site. You can leave the page and come back when it’s done.Now, before we go further, let’s create our repo, so that we get version history right from the outset. Click “Create Repo” up in the top right, and link your GitHub account.Once the process is complete, you’ll have a brand new repo.If you need any help on this step, or any of the below, check out these docs.Making the mockup’s order system workFrom our one-shot prompt, we’ve already got a really nice start for our client. However, when we press the “Order Now” button, we just get a generic alert. Let’s fix this.The best part about connecting to GitHub is that we get version control. Head back to your dashboard and edit the settings of your new project. We can give it a better name, and then, in the “Advanced” section, we can change the “Commit Mode” to “Pull Requests.”Now, we have the ability to create new branches right within Builder, allowing us to make drastic changes without worrying about the main version. This is also helpful if you’d like to show your client or team a few different versions of the same prototype.On a new branch, I’ll write another short prompt:Can you make the "Order Now" button work, even if it's just with dummy JSON for now?As you can see in the GIF above, Builder creates an ordering system and a fully mobile-responsive cart and checkout flow.Now, we can click “Send PR” in the top right, and we have an ordinary GitHub PR that can be reviewed and merged as needed.This is what’s possible in two prompts. For our third, let’s gussy up the style.If you’re like me, you might spend a lot of time admiring other people’s cool designs and learning how to code up similar components in your own style.Luckily, Builder has this capability, too, with our Chrome extension. I found a “Featured Posts” section on OpenAI’s website, where I like how the layout and scrolling work. We can copy and paste it onto our “Featured Treats” section, retaining our cafe’s distinctive brand style.Don’t worry—OpenAI doesn’t mind a little web scraping.You can do this with any component on any website, so your own projects can very quickly become a “best of the web” if you know what you’re doing.Plus, you can use Figma designs in much the same way, with even better design fidelity. Copy and paste a Figma frame with our Figma plugin, and tell the AI to either use the component as inspiration or as a 1:1 to reference for what the design should be.Now, we’re ready to send our PR. This time, let’s take a closer look at the code the AI has created.As you can see, the code is neatly formatted into two reusable components. Scrolling down further, I find a CSS file and then the actual implementation on the homepage, with clean JSON to represent the dummy post data.Design tweaks to the mockup with visual editsOne issue that cropped up when the AI brought in the OpenAI layout is that it changed my text from “Featured Treats” to “Featured Stories & Treats.” I’ve realized I don’t like either, and I want to replace that text with: “Fresh Out of the Bakery.”It would be silly, though, to prompt the AI just for this small tweak. Let’s switch into edit mode.Edit Mode lets you select any component and change any of its content or underlying CSS directly. You get a host of Webflow-like options to choose from, so that you can finesse the details as needed.Once you’ve made all the visual changes you want—maybe tweaking a button color or a border radius—you can click “Apply Edits,” and the AI will ensure the underlying code matches your repo’s style.Async fixes to the mockup with Builder BotNow, our pull request is nearly ready to merge, but I found one issue with it:When we copied the OpenAI website layout earlier, one of the blog posts had a video as its featured graphic instead of just an image. This is cool for OpenAI, but for our bakery, I just wanted images in this section. Since I didn’t instruct Builder’s AI otherwise, it went ahead and followed the layout and created extra code for video capability.No problem. We can fix this inside GItHub with our final prompt. We just need to comment on the PR and tag builderio-bot. Within about a minute, Builder Bot has successfully removed the video functionality, leaving a minimal diff that affects only the code it needed to. For example: Returning to my project in Builder, I can see that the bot’s changes are accounted for in the chat window as well, and I can use the live preview link to make sure my site works as expected:Now, if this were a real project, you could easily deploy this to the web for your client. After all, you’ve got a whole GitHub repo. This isn’t just a mockup; it’s actual code you can tweak—with Builder or Cursor or by hand—until you’re satisfied to run the site in production.So, why use Builder to mock up your website?Sure, this has been a somewhat contrived example. A real prototype is going to look prettier, because I’m going to spend more time on pieces of the design that I don’t like as much.But that’s the point of the best AI tools: they don’t take you, the human, out of the loop.You still get to make all the executive decisions, and it respects your hard work. Since you can constantly see all the code the AI creates, work in branches, and prompt with component-level precision, you can stop worrying about AI overwriting your opinions and start using it more as the tool it’s designed to be.You can copy in your team’s Figma designs, import web inspos, connect MCP servers to get Jira tickets in hand, and—most importantly—work with existing repos full of existing styles that Builder will understand and match, just like it matched OpenAI’s layout to our little cafe.So, we get speed, flexibility, and interactivity all the way from prompt to PR to production.Try Builder today.
    #mock #website #five #prompts
    Mock up a website in five prompts
    “Wait, can users actually add products to the cart?”Every prototype faces that question or one like it. You start to explain it’s “just Figma,” “just dummy data,” but what if you didn’t need disclaimers?What if you could hand clients—or your team—a working, data-connected mock-up of their website, or new pages and components, in less time than it takes to wireframe?That’s the challenge we’ll tackle today. But first, we need to look at:The problem with today’s prototyping toolsPick two: speed, flexibility, or interactivity.The prototyping ecosystem, despite having amazing software that addresses a huge variety of needs, doesn’t really have one tool that gives you all three.Wireframing apps let you draw boxes in minutes but every button is fake. Drag-and-drop builders animate scroll triggers until you ask for anything off-template. Custom code frees you… after you wave goodbye to a few afternoons.AI tools haven’t smashed the trade-off; they’ve just dressed it in flashier costumes. One prompt births a landing page, the next dumps a 2,000-line, worse-than-junior-level React file in your lap. The bottleneck is still there. Builder’s approach to website mockupsWe’ve been trying something a little different to maintain speed, flexibility, and interactivity while mocking full websites. Our AI-driven visual editor:Spins up a repo in seconds or connects to your existing one to use the code as design inspiration. React, Vue, Angular, and Svelte all work out of the box. Lets you shape components via plain English, visual edits, copy/pasted Figma frames, web inspos, MCP tools, and constant visual awareness of your entire website. Commits each change as a clean GitHub pull request your team can review like hand-written code. All your usual CI checks and lint rules apply.And if you need a tweak, you can comment to @builderio-bot right in the GitHub PR to make asynchronous changes without context switching.This results in a live site the café owner can interact with today, and a branch your devs can merge tomorrow. Stakeholders get to click actual buttons and trigger real state—no more “so, just imagine this works” demos.Let’s see it in action.From blank canvas to working mockup in five promptsToday, I’m going to mock up a fake business website. You’re welcome to create a real one.Before we fire off a single prompt, grab a note and write:Business name & vibe Core pages Primary goal Brand palette & toneThat’s it. Don’t sweat the details—we can always iterate. For mine, I wrote:1. Sunny Trails Bakery — family-owned, feel-good, smells like warm cinnamon. 2. Home, About, Pricing / Subscription Box, Menu. 3. Drive online orders and foot traffic—every CTA should funnel toward “Order Now” or “Reserve a Table.” 4. Warm yellow, chocolate brown, rounded typography, playful copy.We’re not trying to fit everything here. What matters is clarity on what we’re creating, so the AI has enough context to produce usable scaffolds, and so later tweaks stay aligned with the client’s vision. Builder will default to using React, Vite, and Tailwind. If you want a different JS framework, you can link an existing repo in that stack. In the near future, you won’t need to do this extra step to get non-React frameworks to function.An entire website from the first promptNow, we’re ready to get going.Head over to Builder.io and paste in this prompt or your own:Create a cozy bakery website called “Sunny Trails Bakery” with pages for: • Home • About • Pricing • Menu Brand palette: warm yellow and chocolate brown. Tone: playful, inviting. The restaurant is family-owned, feel-good, and smells like cinnamon. The goal of this site is to drive online orders and foot traffic—every CTA should funnel toward "Order Now" or "Reserve a Table."Once you hit enter, Builder will spin up a new dev container, and then inside that container, the AI will build out the first version of your site. You can leave the page and come back when it’s done.Now, before we go further, let’s create our repo, so that we get version history right from the outset. Click “Create Repo” up in the top right, and link your GitHub account.Once the process is complete, you’ll have a brand new repo.If you need any help on this step, or any of the below, check out these docs.Making the mockup’s order system workFrom our one-shot prompt, we’ve already got a really nice start for our client. However, when we press the “Order Now” button, we just get a generic alert. Let’s fix this.The best part about connecting to GitHub is that we get version control. Head back to your dashboard and edit the settings of your new project. We can give it a better name, and then, in the “Advanced” section, we can change the “Commit Mode” to “Pull Requests.”Now, we have the ability to create new branches right within Builder, allowing us to make drastic changes without worrying about the main version. This is also helpful if you’d like to show your client or team a few different versions of the same prototype.On a new branch, I’ll write another short prompt:Can you make the "Order Now" button work, even if it's just with dummy JSON for now?As you can see in the GIF above, Builder creates an ordering system and a fully mobile-responsive cart and checkout flow.Now, we can click “Send PR” in the top right, and we have an ordinary GitHub PR that can be reviewed and merged as needed.This is what’s possible in two prompts. For our third, let’s gussy up the style.If you’re like me, you might spend a lot of time admiring other people’s cool designs and learning how to code up similar components in your own style.Luckily, Builder has this capability, too, with our Chrome extension. I found a “Featured Posts” section on OpenAI’s website, where I like how the layout and scrolling work. We can copy and paste it onto our “Featured Treats” section, retaining our cafe’s distinctive brand style.Don’t worry—OpenAI doesn’t mind a little web scraping.You can do this with any component on any website, so your own projects can very quickly become a “best of the web” if you know what you’re doing.Plus, you can use Figma designs in much the same way, with even better design fidelity. Copy and paste a Figma frame with our Figma plugin, and tell the AI to either use the component as inspiration or as a 1:1 to reference for what the design should be.Now, we’re ready to send our PR. This time, let’s take a closer look at the code the AI has created.As you can see, the code is neatly formatted into two reusable components. Scrolling down further, I find a CSS file and then the actual implementation on the homepage, with clean JSON to represent the dummy post data.Design tweaks to the mockup with visual editsOne issue that cropped up when the AI brought in the OpenAI layout is that it changed my text from “Featured Treats” to “Featured Stories & Treats.” I’ve realized I don’t like either, and I want to replace that text with: “Fresh Out of the Bakery.”It would be silly, though, to prompt the AI just for this small tweak. Let’s switch into edit mode.Edit Mode lets you select any component and change any of its content or underlying CSS directly. You get a host of Webflow-like options to choose from, so that you can finesse the details as needed.Once you’ve made all the visual changes you want—maybe tweaking a button color or a border radius—you can click “Apply Edits,” and the AI will ensure the underlying code matches your repo’s style.Async fixes to the mockup with Builder BotNow, our pull request is nearly ready to merge, but I found one issue with it:When we copied the OpenAI website layout earlier, one of the blog posts had a video as its featured graphic instead of just an image. This is cool for OpenAI, but for our bakery, I just wanted images in this section. Since I didn’t instruct Builder’s AI otherwise, it went ahead and followed the layout and created extra code for video capability.No problem. We can fix this inside GItHub with our final prompt. We just need to comment on the PR and tag builderio-bot. Within about a minute, Builder Bot has successfully removed the video functionality, leaving a minimal diff that affects only the code it needed to. For example: Returning to my project in Builder, I can see that the bot’s changes are accounted for in the chat window as well, and I can use the live preview link to make sure my site works as expected:Now, if this were a real project, you could easily deploy this to the web for your client. After all, you’ve got a whole GitHub repo. This isn’t just a mockup; it’s actual code you can tweak—with Builder or Cursor or by hand—until you’re satisfied to run the site in production.So, why use Builder to mock up your website?Sure, this has been a somewhat contrived example. A real prototype is going to look prettier, because I’m going to spend more time on pieces of the design that I don’t like as much.But that’s the point of the best AI tools: they don’t take you, the human, out of the loop.You still get to make all the executive decisions, and it respects your hard work. Since you can constantly see all the code the AI creates, work in branches, and prompt with component-level precision, you can stop worrying about AI overwriting your opinions and start using it more as the tool it’s designed to be.You can copy in your team’s Figma designs, import web inspos, connect MCP servers to get Jira tickets in hand, and—most importantly—work with existing repos full of existing styles that Builder will understand and match, just like it matched OpenAI’s layout to our little cafe.So, we get speed, flexibility, and interactivity all the way from prompt to PR to production.Try Builder today. #mock #website #five #prompts
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    Mock up a website in five prompts
    “Wait, can users actually add products to the cart?”Every prototype faces that question or one like it. You start to explain it’s “just Figma,” “just dummy data,” but what if you didn’t need disclaimers?What if you could hand clients—or your team—a working, data-connected mock-up of their website, or new pages and components, in less time than it takes to wireframe?That’s the challenge we’ll tackle today. But first, we need to look at:The problem with today’s prototyping toolsPick two: speed, flexibility, or interactivity.The prototyping ecosystem, despite having amazing software that addresses a huge variety of needs, doesn’t really have one tool that gives you all three.Wireframing apps let you draw boxes in minutes but every button is fake. Drag-and-drop builders animate scroll triggers until you ask for anything off-template. Custom code frees you… after you wave goodbye to a few afternoons.AI tools haven’t smashed the trade-off; they’ve just dressed it in flashier costumes. One prompt births a landing page, the next dumps a 2,000-line, worse-than-junior-level React file in your lap. The bottleneck is still there. Builder’s approach to website mockupsWe’ve been trying something a little different to maintain speed, flexibility, and interactivity while mocking full websites. Our AI-driven visual editor:Spins up a repo in seconds or connects to your existing one to use the code as design inspiration. React, Vue, Angular, and Svelte all work out of the box. Lets you shape components via plain English, visual edits, copy/pasted Figma frames, web inspos, MCP tools, and constant visual awareness of your entire website. Commits each change as a clean GitHub pull request your team can review like hand-written code. All your usual CI checks and lint rules apply.And if you need a tweak, you can comment to @builderio-bot right in the GitHub PR to make asynchronous changes without context switching.This results in a live site the café owner can interact with today, and a branch your devs can merge tomorrow. Stakeholders get to click actual buttons and trigger real state—no more “so, just imagine this works” demos.Let’s see it in action.From blank canvas to working mockup in five promptsToday, I’m going to mock up a fake business website. You’re welcome to create a real one.Before we fire off a single prompt, grab a note and write:Business name & vibe Core pages Primary goal Brand palette & toneThat’s it. Don’t sweat the details—we can always iterate. For mine, I wrote:1. Sunny Trails Bakery — family-owned, feel-good, smells like warm cinnamon. 2. Home, About, Pricing / Subscription Box, Menu (with daily specials). 3. Drive online orders and foot traffic—every CTA should funnel toward “Order Now” or “Reserve a Table.” 4. Warm yellow, chocolate brown, rounded typography, playful copy.We’re not trying to fit everything here. What matters is clarity on what we’re creating, so the AI has enough context to produce usable scaffolds, and so later tweaks stay aligned with the client’s vision. Builder will default to using React, Vite, and Tailwind. If you want a different JS framework, you can link an existing repo in that stack. In the near future, you won’t need to do this extra step to get non-React frameworks to function.(Free tier Builder gives you 5 AI credits/day and 25/month—plenty to follow along with today’s demo. Upgrade only when you need it.)An entire website from the first promptNow, we’re ready to get going.Head over to Builder.io and paste in this prompt or your own:Create a cozy bakery website called “Sunny Trails Bakery” with pages for: • Home • About • Pricing • Menu Brand palette: warm yellow and chocolate brown. Tone: playful, inviting. The restaurant is family-owned, feel-good, and smells like cinnamon. The goal of this site is to drive online orders and foot traffic—every CTA should funnel toward "Order Now" or "Reserve a Table."Once you hit enter, Builder will spin up a new dev container, and then inside that container, the AI will build out the first version of your site. You can leave the page and come back when it’s done.Now, before we go further, let’s create our repo, so that we get version history right from the outset. Click “Create Repo” up in the top right, and link your GitHub account.Once the process is complete, you’ll have a brand new repo.If you need any help on this step, or any of the below, check out these docs.Making the mockup’s order system workFrom our one-shot prompt, we’ve already got a really nice start for our client. However, when we press the “Order Now” button, we just get a generic alert. Let’s fix this.The best part about connecting to GitHub is that we get version control. Head back to your dashboard and edit the settings of your new project. We can give it a better name, and then, in the “Advanced” section, we can change the “Commit Mode” to “Pull Requests.”Now, we have the ability to create new branches right within Builder, allowing us to make drastic changes without worrying about the main version. This is also helpful if you’d like to show your client or team a few different versions of the same prototype.On a new branch, I’ll write another short prompt:Can you make the "Order Now" button work, even if it's just with dummy JSON for now?As you can see in the GIF above, Builder creates an ordering system and a fully mobile-responsive cart and checkout flow.Now, we can click “Send PR” in the top right, and we have an ordinary GitHub PR that can be reviewed and merged as needed.This is what’s possible in two prompts. For our third, let’s gussy up the style.If you’re like me, you might spend a lot of time admiring other people’s cool designs and learning how to code up similar components in your own style.Luckily, Builder has this capability, too, with our Chrome extension. I found a “Featured Posts” section on OpenAI’s website, where I like how the layout and scrolling work. We can copy and paste it onto our “Featured Treats” section, retaining our cafe’s distinctive brand style.Don’t worry—OpenAI doesn’t mind a little web scraping.You can do this with any component on any website, so your own projects can very quickly become a “best of the web” if you know what you’re doing.Plus, you can use Figma designs in much the same way, with even better design fidelity. Copy and paste a Figma frame with our Figma plugin, and tell the AI to either use the component as inspiration or as a 1:1 to reference for what the design should be.(You can grab our design-to-code guide for a lot more ideas of what this can help you accomplish.)Now, we’re ready to send our PR. This time, let’s take a closer look at the code the AI has created.As you can see, the code is neatly formatted into two reusable components. Scrolling down further, I find a CSS file and then the actual implementation on the homepage, with clean JSON to represent the dummy post data.Design tweaks to the mockup with visual editsOne issue that cropped up when the AI brought in the OpenAI layout is that it changed my text from “Featured Treats” to “Featured Stories & Treats.” I’ve realized I don’t like either, and I want to replace that text with: “Fresh Out of the Bakery.”It would be silly, though, to prompt the AI just for this small tweak. Let’s switch into edit mode.Edit Mode lets you select any component and change any of its content or underlying CSS directly. You get a host of Webflow-like options to choose from, so that you can finesse the details as needed.Once you’ve made all the visual changes you want—maybe tweaking a button color or a border radius—you can click “Apply Edits,” and the AI will ensure the underlying code matches your repo’s style.Async fixes to the mockup with Builder BotNow, our pull request is nearly ready to merge, but I found one issue with it:When we copied the OpenAI website layout earlier, one of the blog posts had a video as its featured graphic instead of just an image. This is cool for OpenAI, but for our bakery, I just wanted images in this section. Since I didn’t instruct Builder’s AI otherwise, it went ahead and followed the layout and created extra code for video capability.No problem. We can fix this inside GItHub with our final prompt. We just need to comment on the PR and tag builderio-bot. Within about a minute, Builder Bot has successfully removed the video functionality, leaving a minimal diff that affects only the code it needed to. For example: Returning to my project in Builder, I can see that the bot’s changes are accounted for in the chat window as well, and I can use the live preview link to make sure my site works as expected:Now, if this were a real project, you could easily deploy this to the web for your client. After all, you’ve got a whole GitHub repo. This isn’t just a mockup; it’s actual code you can tweak—with Builder or Cursor or by hand—until you’re satisfied to run the site in production.So, why use Builder to mock up your website?Sure, this has been a somewhat contrived example. A real prototype is going to look prettier, because I’m going to spend more time on pieces of the design that I don’t like as much.But that’s the point of the best AI tools: they don’t take you, the human, out of the loop.You still get to make all the executive decisions, and it respects your hard work. Since you can constantly see all the code the AI creates, work in branches, and prompt with component-level precision, you can stop worrying about AI overwriting your opinions and start using it more as the tool it’s designed to be.You can copy in your team’s Figma designs, import web inspos, connect MCP servers to get Jira tickets in hand, and—most importantly—work with existing repos full of existing styles that Builder will understand and match, just like it matched OpenAI’s layout to our little cafe.So, we get speed, flexibility, and interactivity all the way from prompt to PR to production.Try Builder today.
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