• FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title

    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter.

    PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize?

    Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440on PS, and PSSR with an output resolution of 3840×2160on PS5 Pro.

    Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers.

    Going into the game itself, were there any other influences on its creation outside of Control?

    Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower.

    We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game.

    Play Video

    Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter?

    Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?”

    What’s been your favorite moments developing the game so far?

    Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that.

    Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately.

    Were there any specific ideals you followed while you worked on the game?

    Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can.

    Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud.

    Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.”

    How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles?

    Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere.

    An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!  

    FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title.
    #fbc #firebreak #developers #discuss #inspiration
    FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title
    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter. PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize? Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440on PS, and PSSR with an output resolution of 3840×2160on PS5 Pro. Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers. Going into the game itself, were there any other influences on its creation outside of Control? Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower. We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game. Play Video Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter? Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?” What’s been your favorite moments developing the game so far? Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that. Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately. Were there any specific ideals you followed while you worked on the game? Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can. Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud. Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.” How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles? Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere. An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!   FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title. #fbc #firebreak #developers #discuss #inspiration
    BLOG.PLAYSTATION.COM
    FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title
    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter. PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize? Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440 (1440p) on PS, and PSSR with an output resolution of 3840×2160 (4K) on PS5 Pro. Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers. Going into the game itself, were there any other influences on its creation outside of Control? Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower. We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game. Play Video Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter? Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?” What’s been your favorite moments developing the game so far? Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that. Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately. Were there any specific ideals you followed while you worked on the game? Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can. Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud. Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.” How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles? Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere. An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!   FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title.
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  • Sony’s Most Powerful Console, The PlayStation 5 Pro With 2TB Of Storage Can Be Yours At $50 Off On Amazon If You Act Fast, Available For $649.99

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    Sony’s Most Powerful Console, The PlayStation 5 Pro With 2TB Of Storage Can Be Yours At Off On Amazon If You Act Fast, Available For Omar Sohail •
    May 31, 2025 at 03:59am EDT

    The PlayStation 6 will not be out for a couple of years, at least that is what Sony has hinted, and if you have been itching to experience those visually breathtaking titles at a higher resolution and framerates than what the PlayStation 5 was capable of achieving, allowing us to redirect you to the PlayStation 5 Pro. The latter ships with a 2TB SSD, so you do not have to worry about storage when you power on the console, but here is a sweetener; you also do not have to worry about paying extra.
    That is because the PS5 Pro is currently going for on Amazon after a discount, making it one of the extremely rare occasions that a price cut has been observed on Sony’s latest and greatest hardware. Of course, before you ask, this is the Digital Edition, but if you happen to have discs lying around that you want to insert, then you can reinvest those savings into a Disc Drive, which currently retails for on Amazon. The PS5 Pro is Sony’s first console to support the company’s PSSR upscaling technology, which helps to bump that framerate while maintaining that crisp image quality.

    Best of all, the increased firepower of the PlayStation 5 Pro gives game developers additional headroom to incorporate visual features such as ray tracing, introducing a new level of immersion. These capabilities will ensure that you have one heck of an experience in titles like GTA 6, which is said to launch next year in May. Included in the packaging is an HDMI cable, along with a pre-installed digital copy of Astro’s Playroom.
    Alongside the PS5 Pro, Amazon has also discounted the PlayStation DualSense Edge Wireless Controller by 15 percent, and it can be yours for Keep in mind that since these price cuts have been introduced at the same time, there is a possibility that you might not be able to take advantage of these offers at a later time, so it is prudent that you get a hold of the PlayStation 5 Pro as early as possible.
    Get the PS5 Pro from Amazon -See the latest technology deals that Amazon has discounted today
    See what else Amazon has discounted today

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    #sonys #most #powerful #console #playstation
    Sony’s Most Powerful Console, The PlayStation 5 Pro With 2TB Of Storage Can Be Yours At $50 Off On Amazon If You Act Fast, Available For $649.99
    Menu Home News Hardware Gaming Mobile Finance Deals Reviews How To Wccftech Deals Sony’s Most Powerful Console, The PlayStation 5 Pro With 2TB Of Storage Can Be Yours At Off On Amazon If You Act Fast, Available For Omar Sohail • May 31, 2025 at 03:59am EDT The PlayStation 6 will not be out for a couple of years, at least that is what Sony has hinted, and if you have been itching to experience those visually breathtaking titles at a higher resolution and framerates than what the PlayStation 5 was capable of achieving, allowing us to redirect you to the PlayStation 5 Pro. The latter ships with a 2TB SSD, so you do not have to worry about storage when you power on the console, but here is a sweetener; you also do not have to worry about paying extra. That is because the PS5 Pro is currently going for on Amazon after a discount, making it one of the extremely rare occasions that a price cut has been observed on Sony’s latest and greatest hardware. Of course, before you ask, this is the Digital Edition, but if you happen to have discs lying around that you want to insert, then you can reinvest those savings into a Disc Drive, which currently retails for on Amazon. The PS5 Pro is Sony’s first console to support the company’s PSSR upscaling technology, which helps to bump that framerate while maintaining that crisp image quality. Best of all, the increased firepower of the PlayStation 5 Pro gives game developers additional headroom to incorporate visual features such as ray tracing, introducing a new level of immersion. These capabilities will ensure that you have one heck of an experience in titles like GTA 6, which is said to launch next year in May. Included in the packaging is an HDMI cable, along with a pre-installed digital copy of Astro’s Playroom. Alongside the PS5 Pro, Amazon has also discounted the PlayStation DualSense Edge Wireless Controller by 15 percent, and it can be yours for Keep in mind that since these price cuts have been introduced at the same time, there is a possibility that you might not be able to take advantage of these offers at a later time, so it is prudent that you get a hold of the PlayStation 5 Pro as early as possible. Get the PS5 Pro from Amazon -See the latest technology deals that Amazon has discounted today See what else Amazon has discounted today Subscribe to get an everyday digest of the latest technology news in your inbox Follow us on Topics Sections Company Some posts on wccftech.com may contain affiliate links. We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com © 2025 WCCF TECH INC. 700 - 401 West Georgia Street, Vancouver, BC, Canada #sonys #most #powerful #console #playstation
    WCCFTECH.COM
    Sony’s Most Powerful Console, The PlayStation 5 Pro With 2TB Of Storage Can Be Yours At $50 Off On Amazon If You Act Fast, Available For $649.99
    Menu Home News Hardware Gaming Mobile Finance Deals Reviews How To Wccftech Deals Sony’s Most Powerful Console, The PlayStation 5 Pro With 2TB Of Storage Can Be Yours At $50 Off On Amazon If You Act Fast, Available For $649.99 Omar Sohail • May 31, 2025 at 03:59am EDT The PlayStation 6 will not be out for a couple of years, at least that is what Sony has hinted, and if you have been itching to experience those visually breathtaking titles at a higher resolution and framerates than what the PlayStation 5 was capable of achieving, allowing us to redirect you to the PlayStation 5 Pro. The latter ships with a 2TB SSD, so you do not have to worry about storage when you power on the console, but here is a sweetener; you also do not have to worry about paying extra. That is because the PS5 Pro is currently going for $649.99 on Amazon after a $50 discount, making it one of the extremely rare occasions that a price cut has been observed on Sony’s latest and greatest hardware. Of course, before you ask, this is the Digital Edition, but if you happen to have discs lying around that you want to insert, then you can reinvest those $50 savings into a Disc Drive, which currently retails for $79 on Amazon. The PS5 Pro is Sony’s first console to support the company’s PSSR upscaling technology, which helps to bump that framerate while maintaining that crisp image quality. Best of all, the increased firepower of the PlayStation 5 Pro gives game developers additional headroom to incorporate visual features such as ray tracing, introducing a new level of immersion. These capabilities will ensure that you have one heck of an experience in titles like GTA 6, which is said to launch next year in May. Included in the packaging is an HDMI cable, along with a pre-installed digital copy of Astro’s Playroom. Alongside the PS5 Pro, Amazon has also discounted the PlayStation DualSense Edge Wireless Controller by 15 percent, and it can be yours for $169. Keep in mind that since these price cuts have been introduced at the same time, there is a possibility that you might not be able to take advantage of these offers at a later time, so it is prudent that you get a hold of the PlayStation 5 Pro as early as possible. Get the PS5 Pro from Amazon - $649.99 (7 percent off) See the latest technology deals that Amazon has discounted today See what else Amazon has discounted today Subscribe to get an everyday digest of the latest technology news in your inbox Follow us on Topics Sections Company Some posts on wccftech.com may contain affiliate links. We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com © 2025 WCCF TECH INC. 700 - 401 West Georgia Street, Vancouver, BC, Canada
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  • F1 25 Interview – Path Tracing, LiDAR Scanning, My Team Mode, and More

    As Codemasters and EA get ready for the upcoming F1 25, senior creative director Lee Mather, creative director Gavin Cooper and producer Si Lumb answered some of our burning questions, including about improvements to visuals and racing physics thanks to the studio’s use of LiDAR technology to scan race tracks.
    To begin with, what are the biggest changes that are coming to F1 25?
    Gavin: There are lots of big changes coming to F1 25 that we’re very excited to share with our players, starting with fan-favorite My Team mode receiving its largest update since its introduction, My Team now invites players to take control as the Owner of their Formula One team, placing more emphasis on managing the fates of both drivers in the team, alongside the team itself.
    Braking Point is also back, with Konnersport returning as an established team on the grid and battling for championships. For the first time, players can extend their Konnersport experience through other game modes. Once they’ve finished Braking Point, they can also take the team into Driver Career or My Team. Iconic Edition players can also experience post-launch gameplay chapters inspired by the film, featuring the APXGP team from the upcoming movie, F1.
    We’ve also incorporated LIDAR technology to more circuits to enhance authenticity and realism. In a first for the official F1 games, players can also race around Silverstone, Zandvoort, and the Red Bull Ring in a reverse track layout adding a new dimension to the racing experience.

    "Braking Point is also back, with Konnersport returning as an established team on the grid and battling for championships."
    How much will the LiDAR scanning of tracks affect the second-to-second driving gameplay?
    Lee: LIDAR-scanned circuits offer clear benefits to players of all skill levels. For those who are detail-oriented and appreciate the intricacies and nuances of a race track, LIDAR provides an unprecedented level of accuracy in track ribbon and curb placement.
    But the advantages go beyond that. All players benefit from the precise recreation of the environment surrounding the track. From grandstands to terrain, whatever players see in real life and on TV is faithfully represented in-game.
    What sets our LIDAR circuits apart is that the data is captured during an actual F1 race weekend, ensuring the most accurate and up-to-date representation possible.
    How will the latest chapter of Braking Point tie in to the stories we’ve seen in the previous games?
    Gavin: The latest chapter of Braking Point will tie into the previous chapters, as we continue to follow the Konnersport Team featuring Aiden Jackson, Devon Butler, and Callie Mayer.
    Braking Point, first introduced in 2021, centered around Aiden Jackson, a rookie determined to make a name for himself while facing off against the ruthless Devon Butler, a driver willing to do whatever it took to succeed. The story continued in F1 23, with the debut of the fictional team Konnersport and the introduction of Callie Mayer, the first woman to win the F2 Championship. In this sequel, the once-feared Devon Butler saw his perspective on the sport shift, creating an opportunity for Callie to break into F1. After two tough seasons, the team made significant progress, improving their position in the sport and setting the stage for the upcoming F1 25.
    Nonetheless, players will be able to enjoy the story and have a complete experience regardless of whether they have played the previous games.
    What kind of features and enhancements can one expect in My Team?
    Gavin: My Team sees a host of new features and improvements this year, with one of the most significant changes being a shift in how roles are defined. Previously, players took on the dual responsibilities of both Team Owner and Driver, a setup that isn’t typical of the sport. To reflect the real-world structure more accurately, the mode has been reimagined so that players now focus solely on the responsibilities of being a Team Owner.
    This revamped approach brings a greater emphasis on managing both of the team’s drivers. During race weekends, players can now choose which driver to put on the track. The progression system has also been refined — Owners will work to boost their team’s Fan Rating by meeting objectives and winning high-stakes Rivalries against competing teams.
    Off the track, team operations are now run from a completely redesigned Team HQ — a dynamic environment that expands in size, staff, and activity as the team’s reputation grows. Decisions around workforce size, development expenses, and facility upkeep will be crucial, with owners needing to carefully manage resources to stay within the cost cap.
    Additionally, Research and Development have been split into distinct branches, giving players more strategic freedom over part production and deployment. For example, producing just one part from a new upgrade package is quicker, but choosing which driver receives it first can impact their morale and influence future contract negotiations.

    "To reflect the real-world structure more accurately,has been reimagined so that players now focus solely on the responsibilities of being a Team Owner."
    How much will the new sponsor decals feature affect income in My Team?
    Gavin: In My Team you’re limited in terms of how many sponsor decals you can put on your car. That limit is based on your Fan Rating, so as you increase your Fan Rating, your team will become more prestigious and be able to get more sponsorship – so more decals on your car.
    Each decal slot you fill earns you cash, but there is a drop-off in effectiveness as you add more. We devised a system to push you to wanting more decals on your car, especially as a fledgling team struggling to stay afloat. But as your livery gets more and more populated, we didn’t want to stomp all over players’ creativity by essentially forcing them to stick a new decal on every time a slot unlocked. Those later slots won’t earn you as much as your earlier ones, and if you would rather retain your design, the extra income you miss out on won’t be game-breaking.
    At the start of the game, you’ll only have access to a limited range of sponsors, but you can unlock more by scheduling the sponsor discovery activity between race weekends.
    All of this is separate to your title sponsor, which works quite differently. Your title sponsor is signed for an entire season and represents a significant chunk of your income. That sponsor is inherently displayed on the car, and building a relationship with that sponsor can, over time, unlock further decal variants and even a special car livery designed around that sponsor. Figuring out how to balance the decision between sticking with a title sponsor you have loyalty to versus jumping to a new sponsor that may be more lucrative is just a part of what you’ll have to do as Team Owner.
    Are interviews coming back in F1 25?
    Gavin: Interviews are making a return in Braking Point, where the fictional characters like Aiden and Callie allow us to deliver fully voiced, context-specific responses that feel authentic and well-integrated with the story. The storyline allows us to create tailored interviews based on whether the driver suffered a crash, a win or a key moment between rivals. Thanks to new tech like Nvidia’s Audio2Face, these interviews also now look more lifelike, much closer to what you’d expect from a real TV broadcast.
    Career Mode presents a tougher challenge. With so many possible outcomes and storylines, it’s hard to craft interviews that feel personal and meaningful. Figuring out what’s relevant in any given moment, not just in a race, but across an evolving season is a complex task. And without voice acting for official drivers, responses would lose the impact that makes interviews worthwhile.
    So while interviews won’t feature in Career Mode this time, we’re keeping the door open for the future, ensuring the mode evolves in a way that supports them properly.

    "The storyline allows us to create tailored interviews based on whether the driver suffered a crash, a win or a key moment between rivals."
    Are there any plans to bring classic F1 cars?
    Lee: While they are not in this year’s game, it is always an ongoing conversation. The return of Braking Point 3, My Team, the LIDAR updated and reverse tracks have been the focus areas for this year’s game.
    What kind of improvements have you made to the handling and physics this time around?
    Lee: A number of changes have been made to how cars feel in F1 25. The core handling model was developed using player feedback from F1 23 and F1 24. We invited sim racers and content creators to the studio in November to play an early build and refine the model to create a balanced and stable platform with reduced understeer and a more compliant rear under acceleration.
    Some of the main improvements include:

    Balancing the transition between mechanical and aero balance to ensure the cars feel exciting and dynamic across all speeds.
    Updating the gearbox and transmission to deliver seamless gear changes that don’t upset the car’s balance.
    Applying insights from the F1 Sim Racing tournament to fine-tune ERS, DRS, and slipstream behaviour, promoting effective overtaking in both single and multiplayer racing.
    Modifying tyre wear values to enable more varied tyre strategies, offering teams greater flexibility in how they run their race.
    With the wide range of setup options in F1 25, players can also fine-tune the car to match their driving style.

    Can you talk us through the various customization options available as far as car set up goes?
    Lee: Car setup in F1 25 offers advanced players the opportunity to tailor the car’s feel and performance to better suit their preferences. Creating a fast car isn’t just about raw performance; it’s also about player confidence and the ability to drive and race consistently.
    Players can adjust a wide range of setup areas to impact the car’s feel and performance. Fuel load can be adjusted, which directly impacts the car’s weight. Aerodynamics can be fine-tuned, but players should be mindful of how these adjustments affect ride height and suspension setup, which can also be modified. Additionally, transmission, brakes, and tyre pressures are open for adjustment, providing players with the tools they need to find those vital tenths of a second.
    With Path Tracing, how big of a leap in visuals can we expect in F1 25 over 24?
    Lee: Path Tracing in F1 25 significantly improves realism, offering more accurate reflections, shadows, and ambient lighting for supported PCs.
    Thanks to Path Tracing, the light now follows every bounced path, including that from indirect lighting and multiple reflections. Shade, light, and colours dynamically shift as they would in real-life, whether you’re racing under the thousands of lights in Bahrain or navigating the castle section in Baku at sunset.
    If you have a PC capable of experiencing it, Path Tracing is the most realistic simulation of light on track that we’ve ever delivered. With it, everything looks exactly like it would on the track, making the venue feel more authentic. This is particularly important for true-to-life realism in sports games.
    Outside of Path Tracing, we have made tonemapping improvements to create a more dramatic effect across all weather conditions throughout the game, and the track surface shader has been updated to more accurately reflect the real-life circuits. Off the asphalt, LIDAR has also helped in making trees and foliage better match the type, size and shape of their real-life counterparts, with new additions such as cherry blossom added to the track in Suzuka.

    "If you have a PC capable of experiencing it, Path Tracing is the most realistic simulation of light on track that we’ve ever delivered."
    When it comes to the console versions, will there be enhancements exclusive to the PS5 Pro?
    Lee: F1 25 benefits from all the technical enhancements that elevate visual quality, gameplay, and player immersion we delivered when the PlayStation®5 Pro was released last November. This includes:

    Upgraded Quality Mode, now featuring on-track Ray Tracing using PSSR. We leveraged Sony’s PlayStation Spectral Super Resolutionto include more Ray Traced techniques on track for increased photorealism while maintaining the 4K/60Hz target.
    Performance Mode now runs at 4K. Players choosing this high frame rate will enjoy a crisp, smooth experience and extra clarity from the increased resolution.
    A new Resolution Mode delivers 8K/60Hz. Resolution mode also features Ray Traced Dynamic Diffuse Global Illuminationon track. EGO’s full suite of RT DDGI, AO, reflection and shadow effects are enabled in 8K/30Hz for cutscenes, replay Flashback and photo modes.

    We’re always exploring new ways to optimise and innovate on all platforms, and our commitment to delivering the best possible experience for our console players remains as strong as ever – and this year for F1 25, we have included splitscreen mode running at double the frame rate, so couch competitors get that Codemasters 60 Hz signature without compromise.
    Are there any plans to bring the F1 series to the Nintendo Switch 2?
    Lee: There are no plans at the moment to bring F1 25 to the Nintendo Switch.
    How vital will technologies like PSSR play in pushing visual fidelity further on PS5 Pro?
    Si: We were delighted that the PlayStation®5 Pro featured such a well-tuned upscaler in PSSR. For a while in graphics technologies, the upscalers have allowed rendering engines to push more fidelity into a lower resolution “input” image, and then benefit from the AI models to take those to incredible looking large resolution frames, upon which we can then apply post effects and tuning. For PS5 Pro, we originally weren’t going to use PSSR on F1 24, as we were trying to de-risk our approach. However, when testing it, it was so good at transforming from the input to high resolution output that we could actually use double resolution Ray Traced reflections as input and rely on the AI to give us a much higher quality image. It’s something we couldn’t have done with our own TAA upscaler. As we go into F1 25 with broadly the same solution as F1 24, we get the benefit of that same quality, just with far more LIDAR tracks to see the increased density and uplift that the Quality mode provides. Moving forward, and without anything specific to announce, we look forward to exploring what other areas of our title we can leverage technologies like PSSR to achieve new targets of visual quality on console hardware.
    #interview #path #tracing #lidar #scanning
    F1 25 Interview – Path Tracing, LiDAR Scanning, My Team Mode, and More
    As Codemasters and EA get ready for the upcoming F1 25, senior creative director Lee Mather, creative director Gavin Cooper and producer Si Lumb answered some of our burning questions, including about improvements to visuals and racing physics thanks to the studio’s use of LiDAR technology to scan race tracks. To begin with, what are the biggest changes that are coming to F1 25? Gavin: There are lots of big changes coming to F1 25 that we’re very excited to share with our players, starting with fan-favorite My Team mode receiving its largest update since its introduction, My Team now invites players to take control as the Owner of their Formula One team, placing more emphasis on managing the fates of both drivers in the team, alongside the team itself. Braking Point is also back, with Konnersport returning as an established team on the grid and battling for championships. For the first time, players can extend their Konnersport experience through other game modes. Once they’ve finished Braking Point, they can also take the team into Driver Career or My Team. Iconic Edition players can also experience post-launch gameplay chapters inspired by the film, featuring the APXGP team from the upcoming movie, F1. We’ve also incorporated LIDAR technology to more circuits to enhance authenticity and realism. In a first for the official F1 games, players can also race around Silverstone, Zandvoort, and the Red Bull Ring in a reverse track layout adding a new dimension to the racing experience. "Braking Point is also back, with Konnersport returning as an established team on the grid and battling for championships." How much will the LiDAR scanning of tracks affect the second-to-second driving gameplay? Lee: LIDAR-scanned circuits offer clear benefits to players of all skill levels. For those who are detail-oriented and appreciate the intricacies and nuances of a race track, LIDAR provides an unprecedented level of accuracy in track ribbon and curb placement. But the advantages go beyond that. All players benefit from the precise recreation of the environment surrounding the track. From grandstands to terrain, whatever players see in real life and on TV is faithfully represented in-game. What sets our LIDAR circuits apart is that the data is captured during an actual F1 race weekend, ensuring the most accurate and up-to-date representation possible. How will the latest chapter of Braking Point tie in to the stories we’ve seen in the previous games? Gavin: The latest chapter of Braking Point will tie into the previous chapters, as we continue to follow the Konnersport Team featuring Aiden Jackson, Devon Butler, and Callie Mayer. Braking Point, first introduced in 2021, centered around Aiden Jackson, a rookie determined to make a name for himself while facing off against the ruthless Devon Butler, a driver willing to do whatever it took to succeed. The story continued in F1 23, with the debut of the fictional team Konnersport and the introduction of Callie Mayer, the first woman to win the F2 Championship. In this sequel, the once-feared Devon Butler saw his perspective on the sport shift, creating an opportunity for Callie to break into F1. After two tough seasons, the team made significant progress, improving their position in the sport and setting the stage for the upcoming F1 25. Nonetheless, players will be able to enjoy the story and have a complete experience regardless of whether they have played the previous games. What kind of features and enhancements can one expect in My Team? Gavin: My Team sees a host of new features and improvements this year, with one of the most significant changes being a shift in how roles are defined. Previously, players took on the dual responsibilities of both Team Owner and Driver, a setup that isn’t typical of the sport. To reflect the real-world structure more accurately, the mode has been reimagined so that players now focus solely on the responsibilities of being a Team Owner. This revamped approach brings a greater emphasis on managing both of the team’s drivers. During race weekends, players can now choose which driver to put on the track. The progression system has also been refined — Owners will work to boost their team’s Fan Rating by meeting objectives and winning high-stakes Rivalries against competing teams. Off the track, team operations are now run from a completely redesigned Team HQ — a dynamic environment that expands in size, staff, and activity as the team’s reputation grows. Decisions around workforce size, development expenses, and facility upkeep will be crucial, with owners needing to carefully manage resources to stay within the cost cap. Additionally, Research and Development have been split into distinct branches, giving players more strategic freedom over part production and deployment. For example, producing just one part from a new upgrade package is quicker, but choosing which driver receives it first can impact their morale and influence future contract negotiations. "To reflect the real-world structure more accurately,has been reimagined so that players now focus solely on the responsibilities of being a Team Owner." How much will the new sponsor decals feature affect income in My Team? Gavin: In My Team you’re limited in terms of how many sponsor decals you can put on your car. That limit is based on your Fan Rating, so as you increase your Fan Rating, your team will become more prestigious and be able to get more sponsorship – so more decals on your car. Each decal slot you fill earns you cash, but there is a drop-off in effectiveness as you add more. We devised a system to push you to wanting more decals on your car, especially as a fledgling team struggling to stay afloat. But as your livery gets more and more populated, we didn’t want to stomp all over players’ creativity by essentially forcing them to stick a new decal on every time a slot unlocked. Those later slots won’t earn you as much as your earlier ones, and if you would rather retain your design, the extra income you miss out on won’t be game-breaking. At the start of the game, you’ll only have access to a limited range of sponsors, but you can unlock more by scheduling the sponsor discovery activity between race weekends. All of this is separate to your title sponsor, which works quite differently. Your title sponsor is signed for an entire season and represents a significant chunk of your income. That sponsor is inherently displayed on the car, and building a relationship with that sponsor can, over time, unlock further decal variants and even a special car livery designed around that sponsor. Figuring out how to balance the decision between sticking with a title sponsor you have loyalty to versus jumping to a new sponsor that may be more lucrative is just a part of what you’ll have to do as Team Owner. Are interviews coming back in F1 25? Gavin: Interviews are making a return in Braking Point, where the fictional characters like Aiden and Callie allow us to deliver fully voiced, context-specific responses that feel authentic and well-integrated with the story. The storyline allows us to create tailored interviews based on whether the driver suffered a crash, a win or a key moment between rivals. Thanks to new tech like Nvidia’s Audio2Face, these interviews also now look more lifelike, much closer to what you’d expect from a real TV broadcast. Career Mode presents a tougher challenge. With so many possible outcomes and storylines, it’s hard to craft interviews that feel personal and meaningful. Figuring out what’s relevant in any given moment, not just in a race, but across an evolving season is a complex task. And without voice acting for official drivers, responses would lose the impact that makes interviews worthwhile. So while interviews won’t feature in Career Mode this time, we’re keeping the door open for the future, ensuring the mode evolves in a way that supports them properly. "The storyline allows us to create tailored interviews based on whether the driver suffered a crash, a win or a key moment between rivals." Are there any plans to bring classic F1 cars? Lee: While they are not in this year’s game, it is always an ongoing conversation. The return of Braking Point 3, My Team, the LIDAR updated and reverse tracks have been the focus areas for this year’s game. What kind of improvements have you made to the handling and physics this time around? Lee: A number of changes have been made to how cars feel in F1 25. The core handling model was developed using player feedback from F1 23 and F1 24. We invited sim racers and content creators to the studio in November to play an early build and refine the model to create a balanced and stable platform with reduced understeer and a more compliant rear under acceleration. Some of the main improvements include: Balancing the transition between mechanical and aero balance to ensure the cars feel exciting and dynamic across all speeds. Updating the gearbox and transmission to deliver seamless gear changes that don’t upset the car’s balance. Applying insights from the F1 Sim Racing tournament to fine-tune ERS, DRS, and slipstream behaviour, promoting effective overtaking in both single and multiplayer racing. Modifying tyre wear values to enable more varied tyre strategies, offering teams greater flexibility in how they run their race. With the wide range of setup options in F1 25, players can also fine-tune the car to match their driving style. Can you talk us through the various customization options available as far as car set up goes? Lee: Car setup in F1 25 offers advanced players the opportunity to tailor the car’s feel and performance to better suit their preferences. Creating a fast car isn’t just about raw performance; it’s also about player confidence and the ability to drive and race consistently. Players can adjust a wide range of setup areas to impact the car’s feel and performance. Fuel load can be adjusted, which directly impacts the car’s weight. Aerodynamics can be fine-tuned, but players should be mindful of how these adjustments affect ride height and suspension setup, which can also be modified. Additionally, transmission, brakes, and tyre pressures are open for adjustment, providing players with the tools they need to find those vital tenths of a second. With Path Tracing, how big of a leap in visuals can we expect in F1 25 over 24? Lee: Path Tracing in F1 25 significantly improves realism, offering more accurate reflections, shadows, and ambient lighting for supported PCs. Thanks to Path Tracing, the light now follows every bounced path, including that from indirect lighting and multiple reflections. Shade, light, and colours dynamically shift as they would in real-life, whether you’re racing under the thousands of lights in Bahrain or navigating the castle section in Baku at sunset. If you have a PC capable of experiencing it, Path Tracing is the most realistic simulation of light on track that we’ve ever delivered. With it, everything looks exactly like it would on the track, making the venue feel more authentic. This is particularly important for true-to-life realism in sports games. Outside of Path Tracing, we have made tonemapping improvements to create a more dramatic effect across all weather conditions throughout the game, and the track surface shader has been updated to more accurately reflect the real-life circuits. Off the asphalt, LIDAR has also helped in making trees and foliage better match the type, size and shape of their real-life counterparts, with new additions such as cherry blossom added to the track in Suzuka. "If you have a PC capable of experiencing it, Path Tracing is the most realistic simulation of light on track that we’ve ever delivered." When it comes to the console versions, will there be enhancements exclusive to the PS5 Pro? Lee: F1 25 benefits from all the technical enhancements that elevate visual quality, gameplay, and player immersion we delivered when the PlayStation®5 Pro was released last November. This includes: Upgraded Quality Mode, now featuring on-track Ray Tracing using PSSR. We leveraged Sony’s PlayStation Spectral Super Resolutionto include more Ray Traced techniques on track for increased photorealism while maintaining the 4K/60Hz target. Performance Mode now runs at 4K. Players choosing this high frame rate will enjoy a crisp, smooth experience and extra clarity from the increased resolution. A new Resolution Mode delivers 8K/60Hz. Resolution mode also features Ray Traced Dynamic Diffuse Global Illuminationon track. EGO’s full suite of RT DDGI, AO, reflection and shadow effects are enabled in 8K/30Hz for cutscenes, replay Flashback and photo modes. We’re always exploring new ways to optimise and innovate on all platforms, and our commitment to delivering the best possible experience for our console players remains as strong as ever – and this year for F1 25, we have included splitscreen mode running at double the frame rate, so couch competitors get that Codemasters 60 Hz signature without compromise. Are there any plans to bring the F1 series to the Nintendo Switch 2? Lee: There are no plans at the moment to bring F1 25 to the Nintendo Switch. How vital will technologies like PSSR play in pushing visual fidelity further on PS5 Pro? Si: We were delighted that the PlayStation®5 Pro featured such a well-tuned upscaler in PSSR. For a while in graphics technologies, the upscalers have allowed rendering engines to push more fidelity into a lower resolution “input” image, and then benefit from the AI models to take those to incredible looking large resolution frames, upon which we can then apply post effects and tuning. For PS5 Pro, we originally weren’t going to use PSSR on F1 24, as we were trying to de-risk our approach. However, when testing it, it was so good at transforming from the input to high resolution output that we could actually use double resolution Ray Traced reflections as input and rely on the AI to give us a much higher quality image. It’s something we couldn’t have done with our own TAA upscaler. As we go into F1 25 with broadly the same solution as F1 24, we get the benefit of that same quality, just with far more LIDAR tracks to see the increased density and uplift that the Quality mode provides. Moving forward, and without anything specific to announce, we look forward to exploring what other areas of our title we can leverage technologies like PSSR to achieve new targets of visual quality on console hardware. #interview #path #tracing #lidar #scanning
    GAMINGBOLT.COM
    F1 25 Interview – Path Tracing, LiDAR Scanning, My Team Mode, and More
    As Codemasters and EA get ready for the upcoming F1 25, senior creative director Lee Mather, creative director Gavin Cooper and producer Si Lumb answered some of our burning questions, including about improvements to visuals and racing physics thanks to the studio’s use of LiDAR technology to scan race tracks. To begin with, what are the biggest changes that are coming to F1 25? Gavin: There are lots of big changes coming to F1 25 that we’re very excited to share with our players, starting with fan-favorite My Team mode receiving its largest update since its introduction, My Team now invites players to take control as the Owner of their Formula One team, placing more emphasis on managing the fates of both drivers in the team, alongside the team itself. Braking Point is also back, with Konnersport returning as an established team on the grid and battling for championships. For the first time, players can extend their Konnersport experience through other game modes. Once they’ve finished Braking Point, they can also take the team into Driver Career or My Team. Iconic Edition players can also experience post-launch gameplay chapters inspired by the film, featuring the APXGP team from the upcoming movie, F1. We’ve also incorporated LIDAR technology to more circuits to enhance authenticity and realism. In a first for the official F1 games, players can also race around Silverstone, Zandvoort, and the Red Bull Ring in a reverse track layout adding a new dimension to the racing experience. "Braking Point is also back, with Konnersport returning as an established team on the grid and battling for championships." How much will the LiDAR scanning of tracks affect the second-to-second driving gameplay? Lee: LIDAR-scanned circuits offer clear benefits to players of all skill levels. For those who are detail-oriented and appreciate the intricacies and nuances of a race track, LIDAR provides an unprecedented level of accuracy in track ribbon and curb placement. But the advantages go beyond that. All players benefit from the precise recreation of the environment surrounding the track. From grandstands to terrain, whatever players see in real life and on TV is faithfully represented in-game. What sets our LIDAR circuits apart is that the data is captured during an actual F1 race weekend, ensuring the most accurate and up-to-date representation possible. How will the latest chapter of Braking Point tie in to the stories we’ve seen in the previous games? Gavin: The latest chapter of Braking Point will tie into the previous chapters, as we continue to follow the Konnersport Team featuring Aiden Jackson, Devon Butler, and Callie Mayer. Braking Point, first introduced in 2021, centered around Aiden Jackson, a rookie determined to make a name for himself while facing off against the ruthless Devon Butler, a driver willing to do whatever it took to succeed. The story continued in F1 23, with the debut of the fictional team Konnersport and the introduction of Callie Mayer, the first woman to win the F2 Championship. In this sequel, the once-feared Devon Butler saw his perspective on the sport shift, creating an opportunity for Callie to break into F1. After two tough seasons, the team made significant progress, improving their position in the sport and setting the stage for the upcoming F1 25. Nonetheless, players will be able to enjoy the story and have a complete experience regardless of whether they have played the previous games. What kind of features and enhancements can one expect in My Team? Gavin: My Team sees a host of new features and improvements this year, with one of the most significant changes being a shift in how roles are defined. Previously, players took on the dual responsibilities of both Team Owner and Driver, a setup that isn’t typical of the sport. To reflect the real-world structure more accurately, the mode has been reimagined so that players now focus solely on the responsibilities of being a Team Owner. This revamped approach brings a greater emphasis on managing both of the team’s drivers. During race weekends, players can now choose which driver to put on the track. The progression system has also been refined — Owners will work to boost their team’s Fan Rating by meeting objectives and winning high-stakes Rivalries against competing teams. Off the track, team operations are now run from a completely redesigned Team HQ — a dynamic environment that expands in size, staff, and activity as the team’s reputation grows. Decisions around workforce size, development expenses, and facility upkeep will be crucial, with owners needing to carefully manage resources to stay within the cost cap. Additionally, Research and Development have been split into distinct branches, giving players more strategic freedom over part production and deployment. For example, producing just one part from a new upgrade package is quicker, but choosing which driver receives it first can impact their morale and influence future contract negotiations. "To reflect the real-world structure more accurately, [My Team] has been reimagined so that players now focus solely on the responsibilities of being a Team Owner." How much will the new sponsor decals feature affect income in My Team? Gavin: In My Team you’re limited in terms of how many sponsor decals you can put on your car. That limit is based on your Fan Rating, so as you increase your Fan Rating (by completing team accolades, winning rivalries with competitor teams, or performing at GP weekends), your team will become more prestigious and be able to get more sponsorship – so more decals on your car. Each decal slot you fill earns you cash, but there is a drop-off in effectiveness as you add more. We devised a system to push you to wanting more decals on your car, especially as a fledgling team struggling to stay afloat. But as your livery gets more and more populated, we didn’t want to stomp all over players’ creativity by essentially forcing them to stick a new decal on every time a slot unlocked. Those later slots won’t earn you as much as your earlier ones, and if you would rather retain your design, the extra income you miss out on won’t be game-breaking. At the start of the game, you’ll only have access to a limited range of sponsors, but you can unlock more by scheduling the sponsor discovery activity between race weekends. All of this is separate to your title sponsor, which works quite differently. Your title sponsor is signed for an entire season and represents a significant chunk of your income. That sponsor is inherently displayed on the car, and building a relationship with that sponsor can, over time, unlock further decal variants and even a special car livery designed around that sponsor. Figuring out how to balance the decision between sticking with a title sponsor you have loyalty to versus jumping to a new sponsor that may be more lucrative is just a part of what you’ll have to do as Team Owner. Are interviews coming back in F1 25? Gavin: Interviews are making a return in Braking Point, where the fictional characters like Aiden and Callie allow us to deliver fully voiced, context-specific responses that feel authentic and well-integrated with the story. The storyline allows us to create tailored interviews based on whether the driver suffered a crash, a win or a key moment between rivals. Thanks to new tech like Nvidia’s Audio2Face, these interviews also now look more lifelike, much closer to what you’d expect from a real TV broadcast. Career Mode presents a tougher challenge. With so many possible outcomes and storylines, it’s hard to craft interviews that feel personal and meaningful. Figuring out what’s relevant in any given moment, not just in a race, but across an evolving season is a complex task. And without voice acting for official drivers, responses would lose the impact that makes interviews worthwhile. So while interviews won’t feature in Career Mode this time, we’re keeping the door open for the future, ensuring the mode evolves in a way that supports them properly. "The storyline allows us to create tailored interviews based on whether the driver suffered a crash, a win or a key moment between rivals." Are there any plans to bring classic F1 cars? Lee: While they are not in this year’s game, it is always an ongoing conversation. The return of Braking Point 3, My Team, the LIDAR updated and reverse tracks have been the focus areas for this year’s game. What kind of improvements have you made to the handling and physics this time around? Lee: A number of changes have been made to how cars feel in F1 25. The core handling model was developed using player feedback from F1 23 and F1 24. We invited sim racers and content creators to the studio in November to play an early build and refine the model to create a balanced and stable platform with reduced understeer and a more compliant rear under acceleration. Some of the main improvements include: Balancing the transition between mechanical and aero balance to ensure the cars feel exciting and dynamic across all speeds. Updating the gearbox and transmission to deliver seamless gear changes that don’t upset the car’s balance. Applying insights from the F1 Sim Racing tournament to fine-tune ERS, DRS, and slipstream behaviour, promoting effective overtaking in both single and multiplayer racing. Modifying tyre wear values to enable more varied tyre strategies, offering teams greater flexibility in how they run their race. With the wide range of setup options in F1 25, players can also fine-tune the car to match their driving style. Can you talk us through the various customization options available as far as car set up goes? Lee: Car setup in F1 25 offers advanced players the opportunity to tailor the car’s feel and performance to better suit their preferences. Creating a fast car isn’t just about raw performance; it’s also about player confidence and the ability to drive and race consistently. Players can adjust a wide range of setup areas to impact the car’s feel and performance. Fuel load can be adjusted, which directly impacts the car’s weight. Aerodynamics can be fine-tuned, but players should be mindful of how these adjustments affect ride height and suspension setup, which can also be modified. Additionally, transmission, brakes, and tyre pressures are open for adjustment, providing players with the tools they need to find those vital tenths of a second. With Path Tracing, how big of a leap in visuals can we expect in F1 25 over 24? Lee: Path Tracing in F1 25 significantly improves realism, offering more accurate reflections, shadows, and ambient lighting for supported PCs. Thanks to Path Tracing, the light now follows every bounced path, including that from indirect lighting and multiple reflections. Shade, light, and colours dynamically shift as they would in real-life, whether you’re racing under the thousands of lights in Bahrain or navigating the castle section in Baku at sunset. If you have a PC capable of experiencing it, Path Tracing is the most realistic simulation of light on track that we’ve ever delivered. With it, everything looks exactly like it would on the track, making the venue feel more authentic. This is particularly important for true-to-life realism in sports games. Outside of Path Tracing, we have made tonemapping improvements to create a more dramatic effect across all weather conditions throughout the game, and the track surface shader has been updated to more accurately reflect the real-life circuits. Off the asphalt, LIDAR has also helped in making trees and foliage better match the type, size and shape of their real-life counterparts, with new additions such as cherry blossom added to the track in Suzuka. "If you have a PC capable of experiencing it, Path Tracing is the most realistic simulation of light on track that we’ve ever delivered." When it comes to the console versions, will there be enhancements exclusive to the PS5 Pro? Lee: F1 25 benefits from all the technical enhancements that elevate visual quality, gameplay, and player immersion we delivered when the PlayStation®5 Pro was released last November. This includes: Upgraded Quality Mode, now featuring on-track Ray Tracing using PSSR. We leveraged Sony’s PlayStation Spectral Super Resolution (PSSR) to include more Ray Traced techniques on track for increased photorealism while maintaining the 4K/60Hz target. Performance Mode now runs at 4K (on 120Hz screens only). Players choosing this high frame rate will enjoy a crisp, smooth experience and extra clarity from the increased resolution. A new Resolution Mode delivers 8K/60Hz (on 8K screens only). Resolution mode also features Ray Traced Dynamic Diffuse Global Illumination (DDGI) on track. EGO’s full suite of RT DDGI, AO, reflection and shadow effects are enabled in 8K/30Hz for cutscenes, replay Flashback and photo modes. We’re always exploring new ways to optimise and innovate on all platforms, and our commitment to delivering the best possible experience for our console players remains as strong as ever – and this year for F1 25, we have included splitscreen mode running at double the frame rate, so couch competitors get that Codemasters 60 Hz signature without compromise. Are there any plans to bring the F1 series to the Nintendo Switch 2? Lee: There are no plans at the moment to bring F1 25 to the Nintendo Switch. How vital will technologies like PSSR play in pushing visual fidelity further on PS5 Pro? Si: We were delighted that the PlayStation®5 Pro featured such a well-tuned upscaler in PSSR. For a while in graphics technologies, the upscalers have allowed rendering engines to push more fidelity into a lower resolution “input” image, and then benefit from the AI models to take those to incredible looking large resolution frames, upon which we can then apply post effects and tuning. For PS5 Pro, we originally weren’t going to use PSSR on F1 24, as we were trying to de-risk our approach. However, when testing it, it was so good at transforming from the input to high resolution output that we could actually use double resolution Ray Traced reflections as input and rely on the AI to give us a much higher quality image. It’s something we couldn’t have done with our own TAA upscaler. As we go into F1 25 with broadly the same solution as F1 24, we get the benefit of that same quality, just with far more LIDAR tracks to see the increased density and uplift that the Quality mode provides. Moving forward, and without anything specific to announce, we look forward to exploring what other areas of our title we can leverage technologies like PSSR to achieve new targets of visual quality on console hardware.
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  • PS5 Pro’s PSSR Was So Good, F1 25 Used Double Resolution Ray-Traced Reflections

    Codemasters has revealed that the studio has been a big fan of Sony’s PlayStation Spectral Super Resolution technology – more commonly referred to as PSSR. In a recent interview with us, producer Si Lumb has said that PSSR is a “well-tuned upscaler” that allows the studio to push graphical fidelity even harder for the PS5 Pro version of the upcoming F1 25. “We were delighted that the PlayStation 5 Pro featured such a well-tuned upscaler in PSSR,” he said.
    Lumb went on to explain how AI-based supersampling like we see in technologies like Nvidia’s DLSS and AMD’s FSR typically works, and how the PS5 Pro sets itself apart by being able to transform images it was given into high-resolution outputs. Lumb also revealed that, thanks to PSSR, the studio was able to double the resolution of ray traced reflections while leaving it up to PSSR to up the image quality while maintaining steady frame rates.
    “For a while in graphics technologies, the upscalers have allowed rendering engines to push more fidelity into a lower resolution ‘input’ image, and then benefit from the AI models to take those to incredible looking large resolution frames, upon which we can then apply post effects and tuning,” Lumb explained. “For PS5 Pro, we originally weren’t going to use PSSR on F1 24, as we were trying to de-risk our approach.“
    “However, when testing it, it was so good at transforming from the input to high resolution output that we could actually use double resolution Ray Traced reflections as input and rely on the AI to give us a much higher quality image. It’s something we couldn’t have done with our own TAA upscaler.”
    The producer also spoke about more of the technology being used in order to enhance visual fidelity for F1 25, including the use of LiDAR scanning in order to more accurately model the game’s various racing tracks and the surrounding flora and audiences. The studio plans on making use of PSSR even more thoroughly for its next title to try and get an even higher degree of visual fidelity on the PS5 Pro.
    “As we go into F1 25 with broadly the same solution as F1 24, we get the benefit of that same quality, just with far more LIDAR tracks to see the increased density and uplift that the Quality mode provides,” said Lumb. “Moving forward, and without anything specific to announce, we look forward to exploring what other areas of our title we can leverage technologies like PSSR to achieve new targets of visual quality on console hardware.”
    In the same interview, Lumb, along with creative director Gavin Cooper, had revealed quite a few details about the upcoming F1 25, including some of the new My Team features, the evolution of the Braking Point story mode, and updates to the game’s handling and physics system.
    F1 25 is coming to PC, PS5 and Xbox Series X/S on May 30. The title will mark the return of the Braking Point storyline, and will aim for high levels of visual fidelity on PC through path tracing. For more details, here is everything you need to know about the game.
    #ps5 #pros #pssr #was #good
    PS5 Pro’s PSSR Was So Good, F1 25 Used Double Resolution Ray-Traced Reflections
    Codemasters has revealed that the studio has been a big fan of Sony’s PlayStation Spectral Super Resolution technology – more commonly referred to as PSSR. In a recent interview with us, producer Si Lumb has said that PSSR is a “well-tuned upscaler” that allows the studio to push graphical fidelity even harder for the PS5 Pro version of the upcoming F1 25. “We were delighted that the PlayStation 5 Pro featured such a well-tuned upscaler in PSSR,” he said. Lumb went on to explain how AI-based supersampling like we see in technologies like Nvidia’s DLSS and AMD’s FSR typically works, and how the PS5 Pro sets itself apart by being able to transform images it was given into high-resolution outputs. Lumb also revealed that, thanks to PSSR, the studio was able to double the resolution of ray traced reflections while leaving it up to PSSR to up the image quality while maintaining steady frame rates. “For a while in graphics technologies, the upscalers have allowed rendering engines to push more fidelity into a lower resolution ‘input’ image, and then benefit from the AI models to take those to incredible looking large resolution frames, upon which we can then apply post effects and tuning,” Lumb explained. “For PS5 Pro, we originally weren’t going to use PSSR on F1 24, as we were trying to de-risk our approach.“ “However, when testing it, it was so good at transforming from the input to high resolution output that we could actually use double resolution Ray Traced reflections as input and rely on the AI to give us a much higher quality image. It’s something we couldn’t have done with our own TAA upscaler.” The producer also spoke about more of the technology being used in order to enhance visual fidelity for F1 25, including the use of LiDAR scanning in order to more accurately model the game’s various racing tracks and the surrounding flora and audiences. The studio plans on making use of PSSR even more thoroughly for its next title to try and get an even higher degree of visual fidelity on the PS5 Pro. “As we go into F1 25 with broadly the same solution as F1 24, we get the benefit of that same quality, just with far more LIDAR tracks to see the increased density and uplift that the Quality mode provides,” said Lumb. “Moving forward, and without anything specific to announce, we look forward to exploring what other areas of our title we can leverage technologies like PSSR to achieve new targets of visual quality on console hardware.” In the same interview, Lumb, along with creative director Gavin Cooper, had revealed quite a few details about the upcoming F1 25, including some of the new My Team features, the evolution of the Braking Point story mode, and updates to the game’s handling and physics system. F1 25 is coming to PC, PS5 and Xbox Series X/S on May 30. The title will mark the return of the Braking Point storyline, and will aim for high levels of visual fidelity on PC through path tracing. For more details, here is everything you need to know about the game. #ps5 #pros #pssr #was #good
    GAMINGBOLT.COM
    PS5 Pro’s PSSR Was So Good, F1 25 Used Double Resolution Ray-Traced Reflections
    Codemasters has revealed that the studio has been a big fan of Sony’s PlayStation Spectral Super Resolution technology – more commonly referred to as PSSR. In a recent interview with us, producer Si Lumb has said that PSSR is a “well-tuned upscaler” that allows the studio to push graphical fidelity even harder for the PS5 Pro version of the upcoming F1 25. “We were delighted that the PlayStation 5 Pro featured such a well-tuned upscaler in PSSR,” he said. Lumb went on to explain how AI-based supersampling like we see in technologies like Nvidia’s DLSS and AMD’s FSR typically works, and how the PS5 Pro sets itself apart by being able to transform images it was given into high-resolution outputs. Lumb also revealed that, thanks to PSSR, the studio was able to double the resolution of ray traced reflections while leaving it up to PSSR to up the image quality while maintaining steady frame rates. “For a while in graphics technologies, the upscalers have allowed rendering engines to push more fidelity into a lower resolution ‘input’ image, and then benefit from the AI models to take those to incredible looking large resolution frames, upon which we can then apply post effects and tuning,” Lumb explained. “For PS5 Pro, we originally weren’t going to use PSSR on F1 24, as we were trying to de-risk our approach.“ “However, when testing it, it was so good at transforming from the input to high resolution output that we could actually use double resolution Ray Traced reflections as input and rely on the AI to give us a much higher quality image. It’s something we couldn’t have done with our own TAA upscaler.” The producer also spoke about more of the technology being used in order to enhance visual fidelity for F1 25, including the use of LiDAR scanning in order to more accurately model the game’s various racing tracks and the surrounding flora and audiences. The studio plans on making use of PSSR even more thoroughly for its next title to try and get an even higher degree of visual fidelity on the PS5 Pro. “As we go into F1 25 with broadly the same solution as F1 24, we get the benefit of that same quality, just with far more LIDAR tracks to see the increased density and uplift that the Quality mode provides,” said Lumb. “Moving forward, and without anything specific to announce, we look forward to exploring what other areas of our title we can leverage technologies like PSSR to achieve new targets of visual quality on console hardware.” In the same interview, Lumb, along with creative director Gavin Cooper, had revealed quite a few details about the upcoming F1 25, including some of the new My Team features, the evolution of the Braking Point story mode, and updates to the game’s handling and physics system. F1 25 is coming to PC, PS5 and Xbox Series X/S on May 30. The title will mark the return of the Braking Point storyline, and will aim for high levels of visual fidelity on PC through path tracing. For more details, here is everything you need to know about the game.
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  • US FTC Officially Drops Antitrust Complaints Against Microsoft’s Acquisition of Activision Blizzard

    News

    US FTC Officially Drops Antitrust Complaints Against Microsoft’s Acquisition of Activision Blizzard
    Microsoft president Brad Smith took to social media to celebrate the fact that the FTC has dropped its appeals against Microsoft.

    Posted By Joelle Daniels | On 26th, May. 2025

    The US Federal Trade Commission has officially dropped its appeals for an antitrust case against Microsoft for its acquisition of Activision Blizzard entirely. The FTC released a statement, saying that at this point, public interest is “best served by dismissing the administrative litigation in this case.”
    “Accordingly, it is hereby ordered that the complaint in this matter be, and it hereby is, dismissed,” said the FTC in an order announcing the dismissal of the governing body’s complaint. Microsoft president Brad Smith took to social media platform X to praise the decision. “Today’s decision is a victory for players across the country and for common sense in Washington, D.C.,” wrote Smith. “We are grateful to the FTC for today’s announcement.”
    The FTC complaint being dropped comes a few weeks after its appeal for a denied injunction from 2023 also getting denied by the 9th Circuit US Court of Appeals. The court stated that Microsoft’s acquisition of Activision Blizzard was not violating US antitrust laws, with Judge Daniel P. Collins writing that the FTC hadn’t shown the “likelihood of success on the merits as to any of its theories,” with regards to the case.
    Back when the FTC had first set out to fight Microsoft’s acquisition of Activision Blizzard, one of its core arguments was that the company would use its position in the industry to dominate the console market by releasing games exclusively on its own platforms. This led to Microsoft inking deals with both Sony and Nintendo to ensure that major franchises like Call of Duty wouldn’t be withheld from other consoles.
    Collins also pointed out that, despite being industry practice to have exclusive games in order to push console hardware sales, Microsoft is currently in the weakest spot behind Sony and Nintendo when it comes to having exclusives of its own. “All major manufacturers have engaged in this practice,” Collins wrote, continuing that competitors like Sony and Nintendo have “both have significantly higher number of exclusive games on their platform thandoes.”
    Back in 2023, the original injunction was denied at the time because the Judge at the time noted that Microsoft’s push into cloud gaming on various platforms dispelled the idea that Activision Blizzard games being “exclusive” to Xbox in some way would harm competitors in the gaming market.
    This now-dropped case by the FTC was the last thing plaguing Microsoft when it came to potential antitrust issues with regards to its acquisition of Activision Blizzard. The deal has otherwise been considered complete since October 2023, however, with Microsoft Gaming boss Phil Spencer welcoming the new studios under the Xbox Game Studios banner.
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    Publisher:Sony Developer:Kojima Productions Platforms:PS5View More
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    US FTC Officially Drops Antitrust Complaints Against Microsoft’s Acquisition of Activision Blizzard
    News US FTC Officially Drops Antitrust Complaints Against Microsoft’s Acquisition of Activision Blizzard Microsoft president Brad Smith took to social media to celebrate the fact that the FTC has dropped its appeals against Microsoft. Posted By Joelle Daniels | On 26th, May. 2025 The US Federal Trade Commission has officially dropped its appeals for an antitrust case against Microsoft for its acquisition of Activision Blizzard entirely. The FTC released a statement, saying that at this point, public interest is “best served by dismissing the administrative litigation in this case.” “Accordingly, it is hereby ordered that the complaint in this matter be, and it hereby is, dismissed,” said the FTC in an order announcing the dismissal of the governing body’s complaint. Microsoft president Brad Smith took to social media platform X to praise the decision. “Today’s decision is a victory for players across the country and for common sense in Washington, D.C.,” wrote Smith. “We are grateful to the FTC for today’s announcement.” The FTC complaint being dropped comes a few weeks after its appeal for a denied injunction from 2023 also getting denied by the 9th Circuit US Court of Appeals. The court stated that Microsoft’s acquisition of Activision Blizzard was not violating US antitrust laws, with Judge Daniel P. Collins writing that the FTC hadn’t shown the “likelihood of success on the merits as to any of its theories,” with regards to the case. Back when the FTC had first set out to fight Microsoft’s acquisition of Activision Blizzard, one of its core arguments was that the company would use its position in the industry to dominate the console market by releasing games exclusively on its own platforms. This led to Microsoft inking deals with both Sony and Nintendo to ensure that major franchises like Call of Duty wouldn’t be withheld from other consoles. Collins also pointed out that, despite being industry practice to have exclusive games in order to push console hardware sales, Microsoft is currently in the weakest spot behind Sony and Nintendo when it comes to having exclusives of its own. “All major manufacturers have engaged in this practice,” Collins wrote, continuing that competitors like Sony and Nintendo have “both have significantly higher number of exclusive games on their platform thandoes.” Back in 2023, the original injunction was denied at the time because the Judge at the time noted that Microsoft’s push into cloud gaming on various platforms dispelled the idea that Activision Blizzard games being “exclusive” to Xbox in some way would harm competitors in the gaming market. This now-dropped case by the FTC was the last thing plaguing Microsoft when it came to potential antitrust issues with regards to its acquisition of Activision Blizzard. The deal has otherwise been considered complete since October 2023, however, with Microsoft Gaming boss Phil Spencer welcoming the new studios under the Xbox Game Studios banner. Tagged With: Elden Ring: Nightreign Publisher:Bandai Namco Developer:FromSoftware Platforms:PS5, Xbox Series X, PS4, Xbox One, PCView More Borderlands 4 Publisher:2K Developer:Gearbox Entertainment Platforms:PS5, Xbox Series X, PCView More Death Stranding 2: On the Beach Publisher:Sony Developer:Kojima Productions Platforms:PS5View More Amazing Articles You Might Want To Check Out! US FTC Officially Drops Antitrust Complaints Against Microsoft’s Acquisition of Activision Blizzard Microsoft president Brad Smith took to social media to celebrate the fact that the FTC has dropped its appeals... PS5 Pro’s PSSR Was So Good, F1 25 Used Double Resolution Ray-Traced Reflections F1 25 producer Si Lumb has revealed the studio's love for Sony's PSSR, and how it allowed the studio to push t... F1 25 PS5 Pro Enhancements Include Quality, Performance, and 8K Resolution Modes Resolution Mode runs in 8K and 60 Hz while offering ray traced dynamic diffuse global illumination while racin... Tekken 8 Adds Armor King in Season 2 This Fall As a series regular, debuting in 1994, the legendary luchadore returns for another round as the third DLC char... F1 25 Interview – Path Tracing, LiDAR Scanning, My Team Mode, and More Leading up to the upcoming launch of F1 racing game F1 25, Codemasters was kind enough to answer a few of our ... JDM: Japanese Drift Master Review – Toothless Roads The thrill of drifting to a faux-Initial D soundtrack is ultimately let down by iffy mission design and a bori... View More #ftc #officially #drops #antitrust #complaints
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    US FTC Officially Drops Antitrust Complaints Against Microsoft’s Acquisition of Activision Blizzard
    News US FTC Officially Drops Antitrust Complaints Against Microsoft’s Acquisition of Activision Blizzard Microsoft president Brad Smith took to social media to celebrate the fact that the FTC has dropped its appeals against Microsoft. Posted By Joelle Daniels | On 26th, May. 2025 The US Federal Trade Commission has officially dropped its appeals for an antitrust case against Microsoft for its acquisition of Activision Blizzard entirely. The FTC released a statement, saying that at this point, public interest is “best served by dismissing the administrative litigation in this case.” “Accordingly, it is hereby ordered that the complaint in this matter be, and it hereby is, dismissed,” said the FTC in an order announcing the dismissal of the governing body’s complaint. Microsoft president Brad Smith took to social media platform X to praise the decision. “Today’s decision is a victory for players across the country and for common sense in Washington, D.C.,” wrote Smith. “We are grateful to the FTC for today’s announcement.” The FTC complaint being dropped comes a few weeks after its appeal for a denied injunction from 2023 also getting denied by the 9th Circuit US Court of Appeals. The court stated that Microsoft’s acquisition of Activision Blizzard was not violating US antitrust laws, with Judge Daniel P. Collins writing that the FTC hadn’t shown the “likelihood of success on the merits as to any of its theories,” with regards to the case. Back when the FTC had first set out to fight Microsoft’s acquisition of Activision Blizzard, one of its core arguments was that the company would use its position in the industry to dominate the console market by releasing games exclusively on its own platforms. This led to Microsoft inking deals with both Sony and Nintendo to ensure that major franchises like Call of Duty wouldn’t be withheld from other consoles. Collins also pointed out that, despite being industry practice to have exclusive games in order to push console hardware sales, Microsoft is currently in the weakest spot behind Sony and Nintendo when it comes to having exclusives of its own. “All major manufacturers have engaged in this practice,” Collins wrote, continuing that competitors like Sony and Nintendo have “both have significantly higher number of exclusive games on their platform than [Microsoft] does.” Back in 2023, the original injunction was denied at the time because the Judge at the time noted that Microsoft’s push into cloud gaming on various platforms dispelled the idea that Activision Blizzard games being “exclusive” to Xbox in some way would harm competitors in the gaming market. This now-dropped case by the FTC was the last thing plaguing Microsoft when it came to potential antitrust issues with regards to its acquisition of Activision Blizzard. The deal has otherwise been considered complete since October 2023, however, with Microsoft Gaming boss Phil Spencer welcoming the new studios under the Xbox Game Studios banner. Tagged With: Elden Ring: Nightreign Publisher:Bandai Namco Developer:FromSoftware Platforms:PS5, Xbox Series X, PS4, Xbox One, PCView More Borderlands 4 Publisher:2K Developer:Gearbox Entertainment Platforms:PS5, Xbox Series X, PCView More Death Stranding 2: On the Beach Publisher:Sony Developer:Kojima Productions Platforms:PS5View More Amazing Articles You Might Want To Check Out! US FTC Officially Drops Antitrust Complaints Against Microsoft’s Acquisition of Activision Blizzard Microsoft president Brad Smith took to social media to celebrate the fact that the FTC has dropped its appeals... PS5 Pro’s PSSR Was So Good, F1 25 Used Double Resolution Ray-Traced Reflections F1 25 producer Si Lumb has revealed the studio's love for Sony's PSSR, and how it allowed the studio to push t... F1 25 PS5 Pro Enhancements Include Quality, Performance, and 8K Resolution Modes Resolution Mode runs in 8K and 60 Hz while offering ray traced dynamic diffuse global illumination while racin... Tekken 8 Adds Armor King in Season 2 This Fall As a series regular, debuting in 1994, the legendary luchadore returns for another round as the third DLC char... F1 25 Interview – Path Tracing, LiDAR Scanning, My Team Mode, and More Leading up to the upcoming launch of F1 racing game F1 25, Codemasters was kind enough to answer a few of our ... JDM: Japanese Drift Master Review – Toothless Roads The thrill of drifting to a faux-Initial D soundtrack is ultimately let down by iffy mission design and a bori... View More
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  • Waiting for GTA 6? These are the best-looking PS5 Pro games you can play right now

    GTA 6 is a year away, but these are the most visually impressive games you can play on your PlayStation 5 Pro in the meantime, including exclusives and even a surprise Xbox entryTech15:56, 14 May 2025Demon Souls can tide you over until GTA6Sony’s PS5 Pro had a fair mountain to climb to convince players it was worth the eye-wateringly high price of £699 when it launched in November of last year.Lacking the easily describable “the same but 4K” focus of the PS4 Pro, it’s slowly come into its own as more and more games have launched with Pro features, or had them added retroactively.‌While we put together a list of the best games to show off the console, a lot has changed since then, so we’re running it back with a fresh, expanded list.‌Here are some of the best PS5 Pro games you can play right now to help the wait for GTA 6, which could end up being the best showcase of the console.Baldur's Gate 3 is even better on PS5 ProBaldur’s Gate 3 is one of the best games of the last decade, and while its isometric perspective might have you thinking it’s not the ideal technical showcase, it really does look wonderful on PS5 Pro.Article continues belowNotably, co-op is drastically smoother on the PS5 Pro than on the base console, with a 60fps frame rate that makes it infinitely better for playing with a friend or partner.You can also hit a locked 30 FPS in Quality mode, or run it at 4K resolution and 60 FPS in Performance mode.Agent 47 has never looked better‌Hitman’s 2016 reboot and subsequent entries already looked great, even on PS4, but it’s reached new heights with PS5 Pro.The console runs IO Interactive’s huge, interconnected trilogy at 60fps with PSSR upscaling to 4K, and that makes spotting subtle details or smaller items that you can use to your advantage just a little bit easier.And, while we’re here, we’d just like to point out that considering this package contains three full games, interstitial DLC chunks, and a roguelike mode, this might be one of the most content-rich titles out there.‌Shadows is frequently stunningWe loved Assassin’s Creed Shadows, and a big part of that appeal was just how fantastic it looks at all times.On PS5, it’s a looker, but it’s on PS5 Pro where you can really see the incredible detail. The more powerful console enables ray-tracing to be enabled, while still running at a smooth 60fps.‌Considering the sheer breadth of its world, the fact it all looks so good is very impressive indeed, and shows how the PS5 Pro means developers no longer need to decide between frame rate and resolution.With the buff in resolution, you can see more projectilesA recently updated PS5 classic that got the Pro treatment four years after launch, Returnal is well worth jumping back into and still marks one of PlayStation’s weirdest, most unusual exclusives.‌Selene’s roguelike adventure sees her exploring an unsettling alien world and constantly returning back to the start when she dies, and developer Housemarque has somehow managed to wring out even more pixels on PS5 Pro.In fact, it offers two-and-a-half times the resolution boost, while maintaining a frame rate that predominantly sticks to 60fps with some 55fps drops. In fact, just writing about it has me installing it again.Monster Hunter Wilds has been a huge success for publisher Capcom‌One of 2025’s biggest commercial and critical hits so far, Monster Hunter: Wilds was, in many ways, the game I picked up a PS5 Pro for.The PS5 version is solid, but the ray-tracing and PSSR of the PS5 Pro make a huge difference to image quality. It’s pretty much the best way to play the game, too, with issues on PC.Not only that, but the PS5 Pro will hit a consistent 60 FPS which makes a huge difference when you’re tackling one of the game’s tougher monsters.‌The whole gang's here, and in an open world this timeWe know, we’re ready for Part 3, too, but if you’ve not played Rebirth yet and don’t have a powerful PC for it, PS5 Pro is a great choice.The magic of the PS5 Pro version is the Versatility Mode, which basically takes the Graphics Mode and ramps it up to 60fps.‌The result is a slicker, sharper version than you’d get in Performance Mode, while also being much more playable thanks to the improved frame rate.Spider-Man 2 offers double the fun with both Peter Parker and Miles Morales playableInsomniac Games sure knows how to wring every last bit of power out of Sony’s hardware, and after PS4 Pro was used to highlight how good the original Marvel’s Spider-Man could look, its sequel is one of the crown jewels of PS5 Pro.‌The Performance Pro mode aims for 60fps at 4K by using PSSR, and while we do love the fluidity, it’s hard not to be impressed by the Fidelity Pro mode.The idea of the latter is that it hits a consistent 30fps but with a huge amount of detail in reflections in puddles, windows, and even Spidey’s goggles. While the 4K 60fps Performance Pro mode is more fluid, you’ll struggle to find a better-looking game than the Fidelity Pro option.Forza Horizon 5 might actually look even better on PS5‌An Xbox game? On a PlayStation list? Yep, we get it, it still just feels… wrong somehow, but thankfully, Forza Horizon 5 is a stunning showcase of the PS5 Pro.It’s absolutely stunning in motion on any console, but the PS5 Pro adds much more foliage in Performance mode. That sounds like a small detail, but when you factor in that additional detail and the 4K resolution, it’s the best way to play–even over the Xbox Series X original.And that’s before we touch on the player’s cars offering ray-traced reflections. Seriously, play the game’s opening and prepare to be wowed.‌Demon's Souls remains one of the best-looking PS5 games aroundIf there’s one genre that you want high frame rates in, it’s the Soulslike. When even the slightest miscalculation can cost you dearly, you’ll want the PS5 Pro in your corner.In Demon’s Souls, the 2020 remake of the PS3 original, Bluepoint Games has somehow achieved what felt impossible when the PS5 version launched–it runs at 60fps, while also maintaining a 4K resolution.‌That means there is literally zero downside, and the team even managed to add in improved shadows, too. A must-play for action game fans on Sony’s Pro console.Alan Wake 2 is scarily prettyAlan Wake 2 is one of the most impressive-looking games of the last few years, and Remedy continues to update it to incorporate new features.‌The survival horror game reaches new heights on PS5 Pro, though, adding in ray-traced lighting and reflections that make it feel even more at the bleeding edge of gaming visuals.You can also turn off ray-tracing and just enjoy a fantastic 60fps experience instead, which still looks even prettier than the PS5 version.Kingdom Come: Deliverance 2 is a true showcase of the PS5 ProArticle continues belowAnother heavy-hitter from 2025, Kingdom Come Deliverance 2 is absolutely massive in scale, offering two huge open-world maps, a whole host of NPCs and overlapping game systems.While PS5’s Quality Mode hits 4K resolution, it can only do so at 30fps. As you’d probably guess from this list, PS5 Pro doubles that to 60fps at 4K, which is no mean feat given how much of the game there is here.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌
    #waiting #gta #these #are #bestlooking
    Waiting for GTA 6? These are the best-looking PS5 Pro games you can play right now
    GTA 6 is a year away, but these are the most visually impressive games you can play on your PlayStation 5 Pro in the meantime, including exclusives and even a surprise Xbox entryTech15:56, 14 May 2025Demon Souls can tide you over until GTA6Sony’s PS5 Pro had a fair mountain to climb to convince players it was worth the eye-wateringly high price of £699 when it launched in November of last year.Lacking the easily describable “the same but 4K” focus of the PS4 Pro, it’s slowly come into its own as more and more games have launched with Pro features, or had them added retroactively.‌While we put together a list of the best games to show off the console, a lot has changed since then, so we’re running it back with a fresh, expanded list.‌Here are some of the best PS5 Pro games you can play right now to help the wait for GTA 6, which could end up being the best showcase of the console.Baldur's Gate 3 is even better on PS5 ProBaldur’s Gate 3 is one of the best games of the last decade, and while its isometric perspective might have you thinking it’s not the ideal technical showcase, it really does look wonderful on PS5 Pro.Article continues belowNotably, co-op is drastically smoother on the PS5 Pro than on the base console, with a 60fps frame rate that makes it infinitely better for playing with a friend or partner.You can also hit a locked 30 FPS in Quality mode, or run it at 4K resolution and 60 FPS in Performance mode.Agent 47 has never looked better‌Hitman’s 2016 reboot and subsequent entries already looked great, even on PS4, but it’s reached new heights with PS5 Pro.The console runs IO Interactive’s huge, interconnected trilogy at 60fps with PSSR upscaling to 4K, and that makes spotting subtle details or smaller items that you can use to your advantage just a little bit easier.And, while we’re here, we’d just like to point out that considering this package contains three full games, interstitial DLC chunks, and a roguelike mode, this might be one of the most content-rich titles out there.‌Shadows is frequently stunningWe loved Assassin’s Creed Shadows, and a big part of that appeal was just how fantastic it looks at all times.On PS5, it’s a looker, but it’s on PS5 Pro where you can really see the incredible detail. The more powerful console enables ray-tracing to be enabled, while still running at a smooth 60fps.‌Considering the sheer breadth of its world, the fact it all looks so good is very impressive indeed, and shows how the PS5 Pro means developers no longer need to decide between frame rate and resolution.With the buff in resolution, you can see more projectilesA recently updated PS5 classic that got the Pro treatment four years after launch, Returnal is well worth jumping back into and still marks one of PlayStation’s weirdest, most unusual exclusives.‌Selene’s roguelike adventure sees her exploring an unsettling alien world and constantly returning back to the start when she dies, and developer Housemarque has somehow managed to wring out even more pixels on PS5 Pro.In fact, it offers two-and-a-half times the resolution boost, while maintaining a frame rate that predominantly sticks to 60fps with some 55fps drops. In fact, just writing about it has me installing it again.Monster Hunter Wilds has been a huge success for publisher Capcom‌One of 2025’s biggest commercial and critical hits so far, Monster Hunter: Wilds was, in many ways, the game I picked up a PS5 Pro for.The PS5 version is solid, but the ray-tracing and PSSR of the PS5 Pro make a huge difference to image quality. It’s pretty much the best way to play the game, too, with issues on PC.Not only that, but the PS5 Pro will hit a consistent 60 FPS which makes a huge difference when you’re tackling one of the game’s tougher monsters.‌The whole gang's here, and in an open world this timeWe know, we’re ready for Part 3, too, but if you’ve not played Rebirth yet and don’t have a powerful PC for it, PS5 Pro is a great choice.The magic of the PS5 Pro version is the Versatility Mode, which basically takes the Graphics Mode and ramps it up to 60fps.‌The result is a slicker, sharper version than you’d get in Performance Mode, while also being much more playable thanks to the improved frame rate.Spider-Man 2 offers double the fun with both Peter Parker and Miles Morales playableInsomniac Games sure knows how to wring every last bit of power out of Sony’s hardware, and after PS4 Pro was used to highlight how good the original Marvel’s Spider-Man could look, its sequel is one of the crown jewels of PS5 Pro.‌The Performance Pro mode aims for 60fps at 4K by using PSSR, and while we do love the fluidity, it’s hard not to be impressed by the Fidelity Pro mode.The idea of the latter is that it hits a consistent 30fps but with a huge amount of detail in reflections in puddles, windows, and even Spidey’s goggles. While the 4K 60fps Performance Pro mode is more fluid, you’ll struggle to find a better-looking game than the Fidelity Pro option.Forza Horizon 5 might actually look even better on PS5‌An Xbox game? On a PlayStation list? Yep, we get it, it still just feels… wrong somehow, but thankfully, Forza Horizon 5 is a stunning showcase of the PS5 Pro.It’s absolutely stunning in motion on any console, but the PS5 Pro adds much more foliage in Performance mode. That sounds like a small detail, but when you factor in that additional detail and the 4K resolution, it’s the best way to play–even over the Xbox Series X original.And that’s before we touch on the player’s cars offering ray-traced reflections. Seriously, play the game’s opening and prepare to be wowed.‌Demon's Souls remains one of the best-looking PS5 games aroundIf there’s one genre that you want high frame rates in, it’s the Soulslike. When even the slightest miscalculation can cost you dearly, you’ll want the PS5 Pro in your corner.In Demon’s Souls, the 2020 remake of the PS3 original, Bluepoint Games has somehow achieved what felt impossible when the PS5 version launched–it runs at 60fps, while also maintaining a 4K resolution.‌That means there is literally zero downside, and the team even managed to add in improved shadows, too. A must-play for action game fans on Sony’s Pro console.Alan Wake 2 is scarily prettyAlan Wake 2 is one of the most impressive-looking games of the last few years, and Remedy continues to update it to incorporate new features.‌The survival horror game reaches new heights on PS5 Pro, though, adding in ray-traced lighting and reflections that make it feel even more at the bleeding edge of gaming visuals.You can also turn off ray-tracing and just enjoy a fantastic 60fps experience instead, which still looks even prettier than the PS5 version.Kingdom Come: Deliverance 2 is a true showcase of the PS5 ProArticle continues belowAnother heavy-hitter from 2025, Kingdom Come Deliverance 2 is absolutely massive in scale, offering two huge open-world maps, a whole host of NPCs and overlapping game systems.While PS5’s Quality Mode hits 4K resolution, it can only do so at 30fps. As you’d probably guess from this list, PS5 Pro doubles that to 60fps at 4K, which is no mean feat given how much of the game there is here.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌ #waiting #gta #these #are #bestlooking
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    Waiting for GTA 6? These are the best-looking PS5 Pro games you can play right now
    GTA 6 is a year away, but these are the most visually impressive games you can play on your PlayStation 5 Pro in the meantime, including exclusives and even a surprise Xbox entryTech15:56, 14 May 2025Demon Souls can tide you over until GTA6Sony’s PS5 Pro had a fair mountain to climb to convince players it was worth the eye-wateringly high price of £699 when it launched in November of last year.Lacking the easily describable “the same but 4K” focus of the PS4 Pro, it’s slowly come into its own as more and more games have launched with Pro features, or had them added retroactively.‌While we put together a list of the best games to show off the console, a lot has changed since then, so we’re running it back with a fresh, expanded list.‌Here are some of the best PS5 Pro games you can play right now to help the wait for GTA 6, which could end up being the best showcase of the console.Baldur's Gate 3 is even better on PS5 Pro(Image: Steam)Baldur’s Gate 3 is one of the best games of the last decade, and while its isometric perspective might have you thinking it’s not the ideal technical showcase, it really does look wonderful on PS5 Pro.Article continues belowNotably, co-op is drastically smoother on the PS5 Pro than on the base console, with a 60fps frame rate that makes it infinitely better for playing with a friend or partner.You can also hit a locked 30 FPS in Quality mode, or run it at 4K resolution and 60 FPS in Performance mode.Agent 47 has never looked better‌Hitman’s 2016 reboot and subsequent entries already looked great, even on PS4, but it’s reached new heights with PS5 Pro.The console runs IO Interactive’s huge, interconnected trilogy at 60fps with PSSR upscaling to 4K, and that makes spotting subtle details or smaller items that you can use to your advantage just a little bit easier.And, while we’re here, we’d just like to point out that considering this package contains three full games, interstitial DLC chunks, and a roguelike mode, this might be one of the most content-rich titles out there.‌Shadows is frequently stunningWe loved Assassin’s Creed Shadows, and a big part of that appeal was just how fantastic it looks at all times.On PS5, it’s a looker, but it’s on PS5 Pro where you can really see the incredible detail. The more powerful console enables ray-tracing to be enabled, while still running at a smooth 60fps.‌Considering the sheer breadth of its world, the fact it all looks so good is very impressive indeed, and shows how the PS5 Pro means developers no longer need to decide between frame rate and resolution.With the buff in resolution, you can see more projectilesA recently updated PS5 classic that got the Pro treatment four years after launch (no, we can’t believe it either), Returnal is well worth jumping back into and still marks one of PlayStation’s weirdest, most unusual exclusives.‌Selene’s roguelike adventure sees her exploring an unsettling alien world and constantly returning back to the start when she dies, and developer Housemarque has somehow managed to wring out even more pixels on PS5 Pro.In fact, it offers two-and-a-half times the resolution boost, while maintaining a frame rate that predominantly sticks to 60fps with some 55fps drops. In fact, just writing about it has me installing it again.Monster Hunter Wilds has been a huge success for publisher Capcom(Image: Capcom)‌One of 2025’s biggest commercial and critical hits so far, Monster Hunter: Wilds was, in many ways, the game I picked up a PS5 Pro for.The PS5 version is solid, but the ray-tracing and PSSR of the PS5 Pro make a huge difference to image quality. It’s pretty much the best way to play the game, too, with issues on PC.Not only that, but the PS5 Pro will hit a consistent 60 FPS which makes a huge difference when you’re tackling one of the game’s tougher monsters.‌The whole gang's here, and in an open world this time(Image: Square Enix / Creative Business Unit I)We know, we’re ready for Part 3, too, but if you’ve not played Rebirth yet and don’t have a powerful PC for it, PS5 Pro is a great choice.The magic of the PS5 Pro version is the Versatility Mode, which basically takes the Graphics Mode and ramps it up to 60fps.‌The result is a slicker, sharper version than you’d get in Performance Mode, while also being much more playable thanks to the improved frame rate.Spider-Man 2 offers double the fun with both Peter Parker and Miles Morales playable(Image: Insomniac Games/Sony)Insomniac Games sure knows how to wring every last bit of power out of Sony’s hardware, and after PS4 Pro was used to highlight how good the original Marvel’s Spider-Man could look, its sequel is one of the crown jewels of PS5 Pro.‌The Performance Pro mode aims for 60fps at 4K by using PSSR, and while we do love the fluidity, it’s hard not to be impressed by the Fidelity Pro mode.The idea of the latter is that it hits a consistent 30fps but with a huge amount of detail in reflections in puddles, windows, and even Spidey’s goggles. While the 4K 60fps Performance Pro mode is more fluid, you’ll struggle to find a better-looking game than the Fidelity Pro option.Forza Horizon 5 might actually look even better on PS5‌An Xbox game? On a PlayStation list? Yep, we get it, it still just feels… wrong somehow, but thankfully, Forza Horizon 5 is a stunning showcase of the PS5 Pro.It’s absolutely stunning in motion on any console, but the PS5 Pro adds much more foliage in Performance mode. That sounds like a small detail, but when you factor in that additional detail and the 4K resolution, it’s the best way to play–even over the Xbox Series X original.And that’s before we touch on the player’s cars offering ray-traced reflections. Seriously, play the game’s opening and prepare to be wowed.‌Demon's Souls remains one of the best-looking PS5 games aroundIf there’s one genre that you want high frame rates in, it’s the Soulslike. When even the slightest miscalculation can cost you dearly, you’ll want the PS5 Pro in your corner.In Demon’s Souls, the 2020 remake of the PS3 original, Bluepoint Games has somehow achieved what felt impossible when the PS5 version launched–it runs at 60fps, while also maintaining a 4K resolution.‌That means there is literally zero downside, and the team even managed to add in improved shadows, too. A must-play for action game fans on Sony’s Pro console.Alan Wake 2 is scarily pretty (get it?)Alan Wake 2 is one of the most impressive-looking games of the last few years, and Remedy continues to update it to incorporate new features.‌The survival horror game reaches new heights on PS5 Pro, though, adding in ray-traced lighting and reflections that make it feel even more at the bleeding edge of gaming visuals.You can also turn off ray-tracing and just enjoy a fantastic 60fps experience instead, which still looks even prettier than the PS5 version.Kingdom Come: Deliverance 2 is a true showcase of the PS5 Pro(Image: Warhorse Studios)Article continues belowAnother heavy-hitter from 2025, Kingdom Come Deliverance 2 is absolutely massive in scale, offering two huge open-world maps, a whole host of NPCs and overlapping game systems.While PS5’s Quality Mode hits 4K resolution, it can only do so at 30fps. As you’d probably guess from this list, PS5 Pro doubles that to 60fps at 4K, which is no mean feat given how much of the game there is here.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌
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