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Call of Duty Vanguard Supports FidelityFX CAS on Next-Gen Consoles, Here’s How It Looks

Call of Duty Vanguard is the latest in a line of games to support AMD FidelityFX on next-gen consoles. And for those of you new to the feature, you may want to pay close attention to this article as we break down some of the improvements offered by it

What is AMD FidelityFX CAS?

By now, PC gamers with AMD graphic cards are probably well aware of all the features that come with AMD FidelityFX, such as super resolution, ambient occlusion, variable shading, and others, but today we are going to be looking at FidelityFX Contrast Adaptive Sharpening (CAS). Here is a detailed description (via AMD’s GPUOpen site).

AMD FidelityFX Contrast Adaptive Sharpening (CAS) provides a mixed ability to sharpen and optionally scale an image. The algorithm adjusts the amount of sharpening per pixel to target an even level of sharpness across the image. Areas of the input image that are already sharp are sharpened less, while areas that lack detail are sharpened more. This allows for higher overall natural visual sharpness with fewer artifacts.

CAS was designed to help increase the quality of existing Temporal Anti-Aliasing (TAA) solutions. TAA often introduces a variable amount of blur due to temporal feedback. The adaptive sharpening provided by CAS is ideal to restore detail in images produced after TAA .

CAS’ optional scaling capability is designed to support Dynamic Resolution Scaling (DRS). DRS changes render resolution every frame, which requires scaling prior to compositing the fixed-resolution User Interface (UI). CAS supports both up-sampling and down-sampling in the same single pass that applies sharpening.

Basically, it improves overall image quality by sharpening details that are usually blurry. It’s a great option to have, especially for those wanting to get the best possible picture out of their games, which brings us to Call of Duty: Vanguard, the latest yearly iteration of Call of Duty. While it should come as no surprise to anyone that Vanguard supports both Nvidia DLSS, and AMD FidelityFX on PC, what many may not know is that next-gen console players also can experience a bit of this themselves, as the option for AMD FidelityFX CAS is supported on both the PS5 and Xbox Series consoles. 

How to Enable AMD FidelityFX CAS for Call of Duty Vanguard on the PS5 or Xbox Series

Enabling AMD FidelityFX CAS for Call of Duty Vanguard on either the PS5 or Xbox Series is very easy. All you have to do is boot up Call of Duty Vanguard, and from the settings menu (accessible either from the main menu or in-game) you will want to navigate to the graphics tab. From here, you will see “FidelityFX CAS” towards the bottom of the graphic options.

See, told you it was easy, and if you want you can even edit the strength of the feature, scaling from 0 up to 100. By default, it’s set to 80.

Call of Duty Vanguard FidelityFX CAS Support Tested (PS5)

So I guess you might be wondering why anyone would want to turn this on? Well if it wasn’t already obvious, this option enhances the overall sharpness of a scene. However, the real question is by how much is it actually an improvement? Well at lot, even if you don’t notice it at first hand. With the option turned on, we decided to do a bit of comparison between different scenes.

While at first glance it may not seem to offer much an improvement, upon further inspection it became very clear of what kind of benefits a player can get with FidelityFX CAS.

We have included other close up shots from other sections of the game that you can see below. 

If you look closely at the floor and the box, you can see there is an increase in sharpness, better high lighting textures on the floor and objects.

If you look closely at the floor and the box, you can see there is an increase in sharpness when Fidelity FX is turned on.

Small bumps on the crate are now noticeable.

This one is a bit of a further away view, but if you look at the wall, the shadow from the tree, and even the words on the posters, you can clearly see how much more of an improvement Fidelity FX is when it is turned on.

A wooden sign that shows increased in details.

Same image above, just a zoomed in case you needed to see the differences better.

This one is just a close up of a wall (about 200% zoomed). It’s not as noticeable as the ones above because of how small the details are, but this gives you an idea that Fidelity FX improves even the smallest of details. 

Does This Work in Multiplayer?

Yes, the same improvements above can also be seen in the multiplayer. In fact, those complaining about the environments and other things blending into each other may want to have this option turned on as it helps with objects in the distance.

I think you guys are getting the idea here.

Overall, I have to say I am surprised by the results as the differences in actual gameplay didn’t seem all that big. I don’t see a reason why anyone wouldn’t want to have FidelityFX CAS enabled on consoles, especially since it seem to have zero affect on the general frame-rate. There’s a lot of perks to being able to see things better, especially when it comes to competitive play.

What do you guys think, is FidelityFX CAS the kind of game changer consoles need? Or were you expecting a bigger difference?

Stay tuned to our review of Vanguard hitting the site soon.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Report: Battlefield 2042 Weapon Count at 22; Gun Customization & Camos Screens Leaked

It seems someone is already playing Battlefield 2042! With the Xbox pre-load of the game going live today, a user by the name of Aaronfrogger uploaded a bunch of info and gameplay! Multiple threads on the game’s subreddit have surfaced today, and some of them confirm that the Battlefield 2042 weapon count is at 22, which is quite a low amount.

In the image below via Aaronfrogger, it shows the complete Battlefield 2042 weapons list available at launch, and there’s 22 shown.

Based on the image, there are:

  • 4 Assault Rifles
  • 4 Submachine Guns
  • 2 Lightmachine Guns
  • 3 Sniper Rifles
  • 3 Pistols
  • 3 Marksman Rifles (DMRs)
  • 3 Utility Weapons

Also part of the leak, we get to see the weapon customization menu in Battlefield 2042, as well as a bunch of gu camos that players can unlock! Gamers will be able to customize their gun’s sights, ammunition, underbarrel attachment, barrel attachment.

Regarding the weapon count being only 22, bear in mind that the game hasn’t officially launched yet, and there is a chance that DICE adds more with the day-one patch (though unlikely). That said, the game is centered on live services, so expect weapons to be part of the content drop throughout its lifecycle. Still, that’s not a lot of weapon to play with. Hopefully, they’re balanced enough that each one feels distinct and useful.

In other Battlefield news, EA CEO Andrew Wilson states that the Battlefield 2042 beta feedback was “overwhelmingly positive,” and feels good about player demand for the game.

Battlefield 2042 will officially launch this November 19 on PS4, PS5, Xbox One, Xbox Series X|S, and PC. You can check out the pre-load dates and times here.

More Battlefield 2042 Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Splitgate Update 1.11 Patch Notes; Fixes Exploits & More This November 6

1047 Games has released the Splitgate update 1.11 patch this November 6, and this fixes exploits, and includes new features. There’s quite a number to take in, which you can read (and watch) in the patch notes below.

Splitgate Update 1.11 Patch Notes | Splitgate November Update Patch Notes:

Per the official Splitgate Twitter account:

Servers are spinning back up and the update is here!

Save and Load your own custom game modes
Set unique player settings based on teams
Set the team names to whatever you want
OOB exploits fixes on various maps, like Impact

Check out custom games and go crazy!

In other Splitgate news, 1047 Games has stated that ideas that were put on hold, are now being revived due to the funding the studio has gotten recently. You can read more about that here. For more on Splitgate, check out our game hub here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Marvel’s Avengers Spider-Man Showcase Happening Next Week, First In-Game Glimpse Revealed

With the announcement that Spider-Man will be joining Crystal Dynamic’s Marvel’s Avengers later this month, many players had wondered exactly when would Crystal Dynamic reveal the web swinger himself. Well, it doesn’t seem like we’ll have to wait long, as it has officially been announced that Spider-Man is getting shown off next week with his outfits, but not before the devs gave us a small glimpse of what he looks like in-game!

As revealed during today’s Marvel’s Avengers dev stream, Crystal Dynamic revealed a number of new details on the next major update (round-up soon). However, it was during this discussion that the team decided to show the in-game description of the resource changes, all while Spider-Man hung out in the background.

Marvel's Avengers Spider-Man teaser

No other images were shared, though Andy Wong, Crystal Dynamics Senior Community Manager, did confirm at the end that we would see Spider-Man along with his outfits during next week’s stream. How exciting!

It may not be the full look, but at least we now know what he will look like. That is, assuming this isn’t one of his many costumes that will be available. We will be sure to keep you all posted, so check back here again next Friday for the full breakdown of Spider-Man in Marvel’s Avengers!

Spider-Man will swing onto Marvel’s Avengers PlayStation gamers this November 30.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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New NBA 2K22 Player Ratings Update for November 5 – Here’s Who Moved Up

We’re just two weeks into the NBA 2021-2022 season, and Visual Concepts has seen it fit to release the first NBA 2K22 player ratings update for November 5! This is a server-side update, so there’s no need to download anything. Curious who moved up, and who went down? Read on.

New NBA 2K22 Player Ratings Update for November 5:

  • Jimmy Butler: 92 OVR (+1)
  • James Harden: 92 OVR (-2)
  • Paul George: 90 OVR (+2)
  • Damian Lillard: 90 OVR (-4)
  • Ja Morant: 89 OVR (+4)
  • Karl-Anthony Towns: 89 OVR (+2)
  • Rudy Gobert: 89 OVR (+1)
  • Devin Booker: 89 OVR (-1)
  • Jayson Tatum: 89 OVR (-1)
  • Chris Paul: 89 OVR (-1)
  • DeMar DeRozan: 88 OVR (+3)
  • Zach LaVine: 88 OVR (+1)
  • LaMelo Ball: 87 OVR (+3)
  • Tobias Harris: 87 OVR (+2)
  • Jaylen Brown: 87 OVR (+1)
  • Bam Adebayo: 87 OVR (+1)
  • Domantas Sabonis: 87 OVR (+1)
  • Khris Middleton: 87 OVR (-1)
  • Dejounte Murray: 86 OVR (+4)
  • Jonas Valančiūnas: 86 OVR (+3)
  • Clint Capela: 85 OVR (-1)
  • Anthony Edwards: 84 OVR (+3)
  • R.J. Barrett: 84 OVR (+1)
  • Russell Westbrook: 84 OVR (-2)
  • Miles Bridges: 83 OVR (+5)
  • Harrison Barnes: 83 OVR (+5)
  • OG Anunoby: 83 OVR (+4)
  • Jarrett Allen: 83 OVR (+1)
  • Malcolm Brogdon: 83 OVR (+1)
  • Spencer Dinwiddie: 83 OVR (+1)
  • Nikola Vucevic: 83 OVR (-2)
  • De’Aaron Fox: 83 OVR (-2)
  • Scottie Barnes: 82 OVR (+6)
  • Evan Mobley: 82 OVR (+4)
  • Tyler Herro: 82 OVR (+3)
  • Wendell Carter Jr.: 82 OVR (+2)
  • Kyle Lowry: 82 OVR (-1)
  • Gordon Hayward: 82 OVR (-1)
  • Kristaps Porziņģis: 82 OVR (-2)
  • Richaun Holmes: 81 OVR (+2)
  • Terry Rozier III: 81 OVR (-1)
  • Jaren Jackson Jr.: 81 OVR (-2)
  • D’Angelo Russell: 81 OVR (-2)
  • Michael Porter Jr.: 81 OVR (-3)
  • Cole Anthony: 80 OVR (+3)
  • Kyle Kuzma: 80 OVR (+3)
  • Montrezl Harrell: 80 OVR (+3)
  • Carmelo Anthony: 80 OVR (+2)
  • Saddiq Bey: 80 OVR (+2)
  • Al Horford: 80 OVR (+1)
  • Robert Williams: 80 OVR (+1)
  • Evan Fournier: 80 OVR (+1)
  • Myles Turner: 80 OVR (+1)
  • Jerami Grant: 80 OVR (-2)
  • Collin Sexton: 79 OVR (-3)
  • Chris Duarte: 79 OVR (+6)
  • Nickeil Alexander-Walker: 79 OVR (+4)
  • Josh Giddey: 79 OVR (+4)
  • Alex Caruso: 79 OVR (+3)
  • Cameron Reddish: 79 OVR (+3)
  • Mohamed Bamba: 79 OVR (+3)
  • Bojan Bogdanović: 79 OVR (+2)
  • Gary Trent Jr.: 79 OVR (+2)
  • Ricky Rubio: 79 OVR (+1)
  • Aaron Gordon: 79 OVR (+1)
  • Devonte’ Graham: 79 OVR (+1)
  • Kelly Olynyk: 79 OVR (+1)
  • Eric Gordon: 79 OVR (+1)
  • Bogdan Bogdanović: 79 OVR (-1)
  • De’Andre Hunter: 79 OVR (-1)
  • Joe Ingles: 79 OVR (-1)
  • Anfernee Simons: 78 OVR (+3)
  • Nemanja Bjelica: 78 OVR (+3)
  • Patrick Beverley: 78 OVR (+2)
  • Seth Curry: 78 OVR (+1)
  • Patrick Mills: 78 OVR (+1)
  • Will Barton: 78 OVR (+1)
  • Jakob Poeltl: 78 OVR (+1)
  • Lauri Markkanen: 78 OVR (-1)
  • Grayson Allen: 77 OVR (+2)
  • De’Anthony Melton: 77 OVR (+2)
  • Tyrese Maxey: 77 OVR (+1)
  • Desmond Bane: 77 OVR (+1)
  • Davion Mitchell: 77 OVR (+1)
  • Marcus Morris Sr.: 77 OVR (-1)
  • Terrence Ross: 77 OVR (-1)
  • Monte Morris: 77 OVR (-1)
  • T.J. McConnell: 77 OVR (-1)
  • Cody Zeller: 77 OVR (-1)
  • Marcus Smart: 77 OVR (-2)
  • Enes Kanter: 77 OVR (-2)
  • Chris Boucher: 77 OVR (-2)
  • Thaddeus Young: 77 OVR (-2)
  • Reggie Jackson: 77 OVR (-3)
  • Malik Beasley: 77 OVR (-3)
  • Obi Toppin: 77 OVR (+1)
  • Torrey Craig: 78 OVR (+2)
  • Alperen Sengun: 76 OVR (+3)
  • Nassir Little: 76 OVR (+3)
  • Franz Wagner: 76 OVR (+2)
  • Devin Vassell: 76 OVR (+2)
  • Matisse Thybulle: 76 OVR (+1)
  • Furkan Korkmaz: 76 OVR (+1)
  • Luke Kennard: 76 OVR (+1)
  • Dwight Powell: 76 OVR (+1)
  • Josh Jackson: 76 OVR (+1)
  • Precious Achiuwa: 76 OVR (+1)
  • Lonnie Walker IV: 76 OVR (+1)
  • Jaden McDaniels: 76 OVR (+1)
  • Jarred Vanderbilt: 76 OVR (+1)
  • Terance Mann: 76 OVR (-1)
  • Brandon Clarke: 76 OVR (-1)
  • Kevin Huerter: 76 OVR (-1)
  • Jalen Suggs: 76 OVR (-1)
  • Facundo Campazzo: 76 OVR (-1)
  • Kevin Porter Jr.: 76 OVR (-1)
  • Jae’Sean Tate: 76 OVR (-1)
  • Jae Crowder: 76 OVR (-1)
  • Cameron Johnson: 76 OVR (-1)
  • Duncan Robinson: 76 OVR (-2)
  • Immanuel Quickley: 76 OVR (-2)
  • Blake Griffin: 76 OVR (-2)
  • Goran Dragić: 76 OVR (-2)
  • Joe Harris: 76 OVR (-3)
  • Javonte Green: 75 OVR (+3)
  • Georges Niang: 75 OVR (+2)
  • Damion Lee: 75 OVR (+2)
  • Isaiah Hartenstein: 75 OVR (+1)
  • Sviatoslav Mykhailiuk: 75 OVR (+1)
  • Aleksej Pokusevski: 75 OVR (+1)
  • Eric Paschall: 75 OVR (-1)
  • Malik Monk: 75 OVR (-1)
  • Rajon Rondo: 75 OVR (-1)
  • JaMychal Green: 75 OVR (-1)
  • Jeff Green: 75 OVR (-1)
  • Daniel Theis: 75 OVR (-1)
  • Davis Bertans: 75 OVR (-1)
  • Danny Green: 75 OVR (-2)
  • Nicolas Batum: 75 OVR (-2)
  • Robert Covington: 75 OVR (-3)
  • Grant Williams: 74 OVR (+4)
  • Cedi Osman: 74 OVR (+2)
  • Cody Martin: 74 OVR (+2)
  • DeAndre Bembry: 74 OVR (+2)
  • Pat Connaughton: 74 OVR (+1)
  • Trey Lyles: 74 OVR (+1)
  • Kevon Looney: 74 OVR (+1)
  • Patrick Williams: 74 OVR (-1)
  • Bryn Forbes: 74 OVR (-1)
  • Josh Richardson: 74 OVR (-2)
  • Payton Pritchard: 74 OVR (-2)
  • Alex Len: 74 OVR (-2)
  • Oshae Brissett: 74 OVR (-2)
  • David Nwaba: 74 OVR (-2)
  • Hamidou Diallo: 74 OVR (-3)
  • Jeremiah Robinson-Earl: 73 OVR (+3)
  • Nah’Shon Hyland: 73 OVR (+2)
  • Caleb Martin: 73 OVR (+1)
  • Usman Garuba: 73 OVR (+1)
  • Kent Bazemore: 73 OVR (-1)
  • Austin Rivers: 73 OVR (-1)
  • Goga Bitadze: 73 OVR (-1)
  • Frank Jackson: 73 OVR (-1)
  • Theo Maledon: 73 OVR (-1)
  • Kenrich Williams: 73 OVR (-1)
  • Taurean Prince: 73 OVR (-1)
  • Tomas Satoransky: 73 OVR (-2)
  • Cory Joseph: 73 OVR (-2)
  • Ty Jerome: 73 OVR (-2)
  • Herbert Jones: 72 OVR (+2)
  • Thanasis Antetokounmpo: 72 OVR (+1)
  • Frank Ntilikina: 72 OVR (+1)
  • Tre Jones: 72 OVR (+1)
  • James Johnson: 72 OVR (-1)
  • D.J. Augustin: 72 OVR (-1)
  • Justise Winslow: 72 OVR (-2)
  • John Konchar: 72 OVR (-2)
  • Moritz Wagner: 72 OVR (-2)
  • Saben Lee: 72 OVR (-3)
  • Abdel Nader: 72 OVR (-3)
  • Nick Richards: 71 OVR (+2)
  • Ayo Dosunmu: 71 OVR (+1)
  • Semi Ojeleye: 71 OVR (-2)
  • Austin Reaves: 70 OVR (+2)
  • Greg Brown: 70 OVR (+1)
  • Lamar Stevens:
  • Justin Robinson: 68 OVR (+1)

As you can see, Paul George, and LaMelo Ball both had their ratings upped significantly. If their play continues to be this stellar, expect another ratings bump soon. In other NBA 2K22 news, the last-gen version got a patch a few days ago, which includes a host of fixes.

Source: NBA 2K

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield 2042 Pre-Load Times (Global) Revealed

It’s almost here, soldiers! The latest entry in the Battlefield franchse is almost upon us, and for those who are dead set on purchasing it, and wondering when the Battlefield 2042 pre-load starts, we got you covered!

Xbox owners (Xbox One, Xbox Series X|S) will get a few days’ headstart in terms of pre-loading on November 6, with the PC, PS4 and PS5 versions being able to do it on November 10.

Battlefield 2042 Pre-Load Times (global):

Xbox One, Xbox Series X|S – November 6 at 7AM UTC/3AM ET/6AM PT/3PM HKT

PC – November 10 at 10AM UTC/6AM ET/9AM PT/6PM HKT

PS4, PS5 – November 10 at 12 midnight (local time of each country/region)

Convert your timezone here

Don’t forget: Those who are members of Xbox Game Pass, and EA Play will be able to play the game for 10 hours starting November 12, while the game’s official release date is November 19.

MP1st will have a ton of info regarding Battlefield 2042 leading up to release, with our review hitting the site as soon as we feel comfortable enough with our time played on the game. Don’t expect it to be available on launch though.

More Battlefield 2042 Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Devil May Cry Netflix Series Confirmed for 8 Episodes, Will Feature Vergil and Lady

The folks behind the critically acclaimed Castlevania animated series are taking on another popular franchise, as the Devil May Cry Netflix series has been confirmed for eight episodes, and it will feature fan favorite characters Vergil and Lady as well!

Speaking t0 IGN about the progress of the series, producer Adi Shankar says that the scripts for the first season are done and that the series will be a multi-season arc. Much like Castlevania, this means that the showrunners are going to take their time telling the story and everything else will connect with succeeding seasons following after.

While no story details have been revealed, Shankar did confirm popular DMC characters Vergil and Lady will be appearing in the series besides series lead Dante himself. That means that the first season may adapt elements from Devil May Cry 3, which first introduced Vergil as Dante’s twin brother and Lady as the first female Devil Hunter the son of Sparda encounters and eventually teams up with for their business in hunting monsters and demons.

Shankar also hilariously confirmed that actor Chris Pratt will not be cast or voicing any character in the Devil May Cry project, and that working together with Capcom has been wonderful — especially with veteran producer Hiroyuki Kobayashi.

The latest Devil May Cry game out is DMC 5: Special Edition, and you can read our review of that updated release here.

No release date has been given for the Devil May Cry Netflix series, but it’s scheduled to go into production sometime in early 2022.

Source: IGN

Tim Villasor

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Sony Interactive Entertainment Patent Dives Into Providing a “DLSS”-Like Solution for Better Picture Quality

It would appear that Sony gaming division may be looking into some image and performance improvement solutions along the lines of Nvidia’s DLSS and AMD Fidelity FXSR, as their latest patent explores methods to improve image quality, and filling in missing data via a combination of machine learning and computer-based implementation.

Filed this past April, with it going public at the end of last month, the latest in patent from Sony Interactive Entertainment details a potential solution to offering users better image quality.

Digital images can contain regions of missing or corrupted image data. Missing or corrupted regions are referred to in the art as “holes”. Holes are normally undesirable, and methods of inferring what information is missing or corrupted are employed to fill the holes. Filling holes in images is also referred to as image completion or inpainting.

A variety of processes exist for filling holes in images. Machine learning inference techniques, which rely on trained processes, can fill holes in images with high-quality results. However, machine learning techniques are performance intensive, requiring powerful computer hardware and a large amount of time.

Holes in images arise in image-based rendering systems. For example, where there are two or more images representing perspectives of the same environment, there may be no image data corresponding to an intermediate perspective that a user would like to see. Alternatively, there may be some image data missing from one of the perspectives. Machine learning processes may be used to infer the intermediate perspective and to infer the missing image data. Executing machine learning processes to obtain missing data is computationally costly and time consuming.

An example of an image-based rendering system is a virtual reality device displaying a virtual reality environment. A user wearing a virtual reality headset is presented, by two monitors in the headset, with a representation of a three-dimensional scene. As the user moves their head, a new scene is generated and displayed according to the new position and orientation of the headset. In this way, a user can look around an object in the scene. Areas of the initial scene which become visible in the new scene due to the movement are described as being previously “occluded”. The displayed scenes may be generated by computer hardware in a personal computer or console connected to the headset, or by a cloud-based rendering service remote from the headset. A rate at which image data is supplied to the headset is limited by bandwidth of the connection between the headset and the computer, console, or the cloud-based rendering system. Consequently, sometimes, not all the data required at a given time to entirely construct and display a scene is available due to bandwidth limitations or interruptions. Holes in the image data making up the scene are an undesired result and have a significant negative impact on the immersion experienced by the user.

It goes on to state an advantage of this would reduce the load on a processor of said hardware.

This advantageously enables the hole to be filled quickly and efficiently, while increasing the likelihood of achieving a high-quality result. Nearby pixels having different material identifiers to the hole pixel are more likely to look different to the missing pixel data, than those with matching material identifiers. Therefore, using pixels with the same material identifiers advantageously reduces the computational burden on a processor, while more closely achieving an appropriately filled pixel. The determination of the average may include weighting values of the surrounding pixels to be averaged.

This enables some surrounding pixels to contribute more to the average than others, thereby advantageously increasing the versatility of the filling process according to the image being processed. The second filling process may include a machine learning inference process.

Machine learning inference processes provide high quality image filling results. By providing a machine learning inference process as the second filling process, advantageously an improved balance between speed and quality of image processing is achieved.

Some illustration are provided to outline the flow of the process along with a showcase of some before and after images.

This goes without saying with this being a patent and all, it doesn’t necessarily mean we will ever see this happen. However, the company is no stranger to AI based technology as their latest in the Bravia line of TV, Bravia XR supports what is called “cognitive intelligence”.  The explain:

The way we perceive the world is based on information coming from our eyes and ears to our brain at the same time. Conventional AI can only detect and analyze elements like color, contrast and detail individually. Cognitive Processor XR can cross-analyze every element at once, just as our brains do.

To create this closer-to-reality feeling, Cognitive Processor XR divides the screen into hundreds of zones and recognizes individual objects in these zones better than ever before. What’s more, they can cross-analyze around a few hundred thousand different elements that make up a picture in a second, the same way that our brains work.

What cognitive intelligence looks like:

Of course this is pertaining to their television. However, with the growing support of DLSS and AMD Fidelity FXSR, we don’t think it’s all far fetched that Sony would be developing their own solutions. Guess we will just have to wait and see what the future may hold!
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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Diablo 2 Resurrected Update 1.008 Released for Improvements & Fixes This Nov. 5

Blizzard Entertainment has released the Diablo 2 Resurrected update 1.008 patch this November 5 (last-gen and next-gen), and this improves joining a game, adds in-game messaging, and a bunch more fixes. Check out the full patch notes for today’s console update below.

Diablo 2 Resurrected Update 1.08 Patch Notes:

GENERAL

  • Updated the game client to be able to scale the rate at which players can join and create games based on server capacity
  • Added in-game messaging to communicate how much time is left before a player can join or create another game
  • Added join/create game rate refunding so that if a player joins a game that is full, in addition to other cases, they will now be able to immediately try to join another game rather than being limited

BUG FIXES

  • Fixed a crash caused by the Amazon when using Arctic Blast
  • Fixed crashes that could occur when a user quits the game
  • Fixed crashes relating to exiting the queue to play offline
  • Fixed crash that could occur when fighting Baal
  • Fixed crash that could occur when playing in legacy mode for extended periods of time
  • Fixed performance issue while playing in legacy mode in Furnace of Pain
  • Fixed an issue where Friend Lists wouldn’t show player location information correctly
  • Fixed an issue where the ‘Game Settings’ tab label would show as blank in non-English languages
  • Miscellaneous localization string updates

In other Diablo news, Diablo 2 Resurrected has been a massive success for parent company Activision, as the publisher announced that it is now the highest-selling remaster in its first week in company history.

Source: Blizzard forums

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Diablo 2 Resurrected Update 1.08 Patch Notes; Improves Joining & More This November 5

Blizzard Entertainment has released the Diablo 2 Resurrected update 1.08 patch this November 5, and this improves joining a game, adds in-game messaging to communicate how long a player can join or create another game, and more. Check out the full patch notes below.

Diablo 2 Resurrected Update 1.08 Patch Notes:

GENERAL

  • Updated the game client to be able to scale the rate at which players can join and create games based on server capacity
  • Added in-game messaging to communicate how much time is left before a player can join or create another game
  • Added join/create game rate refunding so that if a player joins a game that is full, in addition to other cases, they will now be able to immediately try to join another game rather than being limited

BUG FIXES

  • Fixed a crash caused by the Amazon when using Arctic Blast
  • Fixed crashes that could occur when a user quits the game
  • Fixed crashes relating to exiting the queue to play offline
  • Fixed crash that could occur when fighting Baal
  • Fixed crash that could occur when playing in legacy mode for extended periods of time
  • Fixed performance issue while playing in legacy mode in Furnace of Pain
  • Fixed an issue where Friend Lists wouldn’t show player location information correctly
  • Fixed an issue where the ‘Game Settings’ tab label would show as blank in non-English languages
  • Miscellaneous localization string updates

That’s about it for this title update. Diablo 2 Resurrected has been a massive success for parent company Activision, as the publisher announced that it is now the highest-selling remaster in its first week in company history.

Source: Blizzard forums

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Alex Co

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Destiny 2 Xur Location Today November 5, 2021 (And What Xur Is Selling)

It’s Friday and for Destiny 2 players, this means Xur is back to sell his wares!  If you’re asking what Xur is selling in Destiny 2 this week and where he’s holed up, we’re here to help! The MP1st Destiny 2 Xur location today November 5, 2021 post is live, and you can check out Xur’s list of items this week in one handy list below.

Destiny 2 Xur Location Today November 5, 2021 (And What Xur Is Selling):

Xûr, Agent of the Nine

Description:

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

Winding Cove, EDZ


Exotic Gear:

Name Type MOB RES REC DIS INT STR Total Cost
Exotic Engram Engram 97 Legendary Shards
Prometheus Lens Energy Trace Rifle 29 Legendary Shards
Shinobu’s Vow Hunter Gauntlets 9 3 22 16 9 6 65 23 Legendary Shards
Lion Rampant Titan Leg Armor 10 14 6 2 14 15 61 23 Legendary Shards
Crown of Tempests Warlock Helmet 9 9 16 13 15 2 64 23 Legendary Shards

Legendary Weapons:

Name Type Cost
True Prophecy Primary Hand Cannon 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Officer Revolver Primary Hand Cannon 50 Legendary Shards & 1000 Glimmer
Nature of the Beast Energy Hand Cannon 50 Legendary Shards & 1000 Glimmer
Distant Tumulus Energy Sniper Rifle 50 Legendary Shards & 1000 Glimmer
First In, Last Out Energy Shotgun 50 Legendary Shards & 1000 Glimmer
Honor’s Edge Heavy Sword 50 Legendary Shards & 1000 Glimmer
The Keening Energy Sidearm 50 Legendary Shards & 1000 Glimmer

Legendary Armor:

Name Type Cost
Seventh Seraph Grips Hunter Gauntlets 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Vest Hunter Chest Armor 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Cloak Hunter Hunter Cloak 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Cowl Hunter Helmet 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Strides Hunter Leg Armor 50 Legendary Shards & 1000 Glimmer

Exotic Ciphers:

Name Type Cost
A Question Quest Step

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

Thanks, Reddit!

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Alex Co

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Ghost of Tsushima Update 2.012 Slashes Out for Class Changes This Nov. 5

SSucker Punch has released the Ghost of Tsushima update 2.012 patch this November 5 for both PS4, and PS5, and this includes class-based changes, bug fixes, and a host of other gameplay-related tweaks for the Legends multiplayer mode. Check out the complete patch notes below.

Ghost of Tsushima Update 2.012 Patch Notes:

Patch 2.12 includes the following changes:

  • In Survival and Rivals modes, enemy spawn points will now be randomized and will change with each new match.
    • However, Nightmare Survival will maintain a fixed spawn pattern for the entire week to create an even playing ground for the leaderboards.
    • Nightmare Story now has a fixed spawn location for Gyozen’s Scroll and the Oni Chest each week.
  • Fixed a bug in Survival and Rivals where waves could occasionally stop spawning after all enemies were killed.
  • Fixed a bug in Survival and Rivals where enemies could occasionally stop attacking.
  • Added the ability to matchmake to fill empty slots to Nightmare Survival and Nightmare Story.
    • For now, we’re testing this feature and will monitor to make sure it doesn’t upset game balance and may remove it in the future depending on your feedback.
  • Adjusted the Show Details screen in the Lobby to include both perks on equipped gear.

Class Balance changes:

  • Assassin
    • Increased the base assassination speed. Stealth attacks are now faster and quieter.
    • Removed Experienced Assassin technique
      • Replaced with a new technique, Deft Hands
      • Adjusted the unlock order of some Assassin techniques.
    • Adjusted targeting of Shadow Strike technique.
    • Shadow Strike now scales slightly with Stealth Attack Damage
    • While Shadow Strike is active, the Assassin will be invisible to enemies.
  • Hunter
    • Staggering Arrow
      • Reduced cooldown (From 55 seconds to 42 seconds)
    • Spirit Archer
      • Reduced cooldown (From 55 seconds to 42 seconds)
  • Samurai
    • Raging Flame
      • Increased cooldown (From 36 seconds to 50 seconds)
      • Reduced the amount of fire damage spread to nearby enemies when using Heavy Attacks
      • Reduced duration (From 20 seconds to 11 seconds)
    • Spirit Pull
      • Increased duration (From 11 seconds to 15 seconds)
    • Explosive Blade
      • Increased duration (From 11 seconds to 15 seconds)
      • Fixed a bug where Explosive Blade would not trigger explosions in some cases
  • Ronin
    • (NOTE: Despite the Item Adjustment below limiting Samurai and Assassin classes to a maximum of 6 concussion bombs, the Ronin will still maintain a maximum of 12 concussion bombs.)

Item adjustments:

  • Bottle of Liquid Courage
    • Decreased maximum resolve gain from 3 to 2
  • Weightless Spirit
    • Drastically increased reload speed
    • Increased draw speed
    • Increased arrow velocity
    • Increased maximum Fire Arrow count
  • Bomb Pack and Forbidden Medicine
    • When equipped on Samurai and Assassin, reduced the total concussion bomb ammo count (From 12 bombs to 6 bombs)
  • The Mist of Yagata
    • Increased the healing effect
  • Magma Bomb
    • Fixed a bug affecting Magma Bomb duration when used alongside Smoke Bomb.
    • No longer knocks down enemies caught in the blast

Additional bug fixes:

  • Fixed a bug in Rivals where players could get through the starting gate before the match started
  • Fixed an issue where players using the standalone version of Legends would encounter an error if they had Director’s Cut save data

In other Ghost of Tsushima news, the game won Game of the Year honors at this year’s Tokyo Game Show! Check that out right here. Once we get wind of a new title update, we’ll be suret o let our readers know.

Source: PlayStation

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Ghost of Tsushima Update 2.12 Patch Notes; Out for Class Balance Changes This November 5

Sucker Punch Productions has released the Ghost of Tsushima update 2.12 patch this November 5, and this is for a host of class balance, and gameplay-related changes. There are also bug fixes, which are all listed in the official patch notes below.

Ghost of Tsushima Update 2.12 Patch Notes

Patch 2.12 includes the following changes:

  • In Survival and Rivals modes, enemy spawn points will now be randomized and will change with each new match.
    • However, Nightmare Survival will maintain a fixed spawn pattern for the entire week to create an even playing ground for the leaderboards.
    • Nightmare Story now has a fixed spawn location for Gyozen’s Scroll and the Oni Chest each week.
  • Fixed a bug in Survival and Rivals where waves could occasionally stop spawning after all enemies were killed.
  • Fixed a bug in Survival and Rivals where enemies could occasionally stop attacking.
  • Added the ability to matchmake to fill empty slots to Nightmare Survival and Nightmare Story.
    • For now, we’re testing this feature and will monitor to make sure it doesn’t upset game balance and may remove it in the future depending on your feedback.
  • Adjusted the Show Details screen in the Lobby to include both perks on equipped gear.
Class Balance changes:
  • Assassin
    • Increased the base assassination speed. Stealth attacks are now faster and quieter.
    • Removed Experienced Assassin technique
      • Replaced with a new technique, Deft Hands
      • Adjusted the unlock order of some Assassin techniques.
    • Adjusted targeting of Shadow Strike technique.
    • Shadow Strike now scales slightly with Stealth Attack Damage
    • While Shadow Strike is active, the Assassin will be invisible to enemies.
  • Hunter
    • Staggering Arrow
      • Reduced cooldown (From 55 seconds to 42 seconds)
    • Spirit Archer
      • Reduced cooldown (From 55 seconds to 42 seconds)
  • Samurai
    • Raging Flame
      • Increased cooldown (From 36 seconds to 50 seconds)
      • Reduced the amount of fire damage spread to nearby enemies when using Heavy Attacks
      • Reduced duration (From 20 seconds to 11 seconds)
    • Spirit Pull
      • Increased duration (From 11 seconds to 15 seconds)
    • Explosive Blade
      • Increased duration (From 11 seconds to 15 seconds)
      • Fixed a bug where Explosive Blade would not trigger explosions in some cases
  • Ronin
    • (NOTE: Despite the Item Adjustment below limiting Samurai and Assassin classes to a maximum of 6 concussion bombs, the Ronin will still maintain a maximum of 12 concussion bombs.)
Item adjustments:
  • Bottle of Liquid Courage
    • Decreased maximum resolve gain from 3 to 2
  • Weightless Spirit
    • Drastically increased reload speed
    • Increased draw speed
    • Increased arrow velocity
    • Increased maximum Fire Arrow count
  • Bomb Pack and Forbidden Medicine
    • When equipped on Samurai and Assassin, reduced the total concussion bomb ammo count (From 12 bombs to 6 bombs)
  • The Mist of Yagata
    • Increased the healing effect
  • Magma Bomb
    • Fixed a bug affecting Magma Bomb duration when used alongside Smoke Bomb.
    • No longer knocks down enemies caught in the blast
Additional bug fixes:
  • Fixed a bug in Rivals where players could get through the starting gate before the match started
  • Fixed an issue where players using the standalone version of Legends would encounter an error if they had Director’s Cut save data

In other Ghost of Tsushima news, the game won Game of the Year honors at this year’s Tokyo Game Show! Check that out right here.

Source: PlayStation

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Alex Co

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GTA The Trilogy – The Definitive Edition New Screenshots Released, Xbox Pre-Load Now Live

Heads up, Xbox gamers! The Grand Theft Auto: The Trilogy – The Definitive Edition pre-load is now live for Xbox One, Xbox Series X|S, and Nintendo eShop! Those on PlayStation platforms, you’ll be able to pre-load the game on November 6. In addition to that, a bunch of new GTA The Trilogy – The Definitive Edition new screenshots have surfaced as well!

Those on Xbox, you can check the game out here. If you just want to scope out the new screenshots, they’re housed in the gallery below.

 

 

Official Game Description:

Three iconic cities, three epic stories. Play the genre-defining classics of the original Grand Theft Auto Trilogy: Grand Theft Auto III, Grand Theft Auto: Vice City and Grand Theft Auto: San Andreas updated for a new generation, now with across-the-board enhancements including brilliant new lighting and environmental upgrades, high-resolution textures, increased draw distances, Grand Theft Auto V-style controls and targeting, and much more, bringing these beloved worlds to life with all new levels of detail.

Grand Theft Auto: The Trilogy – The Definitive Edition includes:

• Grand Theft Auto III: It all starts in Liberty City. With the revolutionary freedom to go anywhere and jack anyone, Grand Theft Auto III puts the center of the criminal underworld at your fingertips, if you have enough guts to take it.

• Grand Theft Auto: Vice City: Welcome to the 1980s. From the decade of big hair and pastel suits comes the story of one man’s rise to the top of the criminal pile. Grand Theft Auto returns with Tommy Vercetti’s tale of betrayal and revenge in a neon-soaked tropical town full of excess and brimming with possibilities.

• Grand Theft Auto: San Andreas: Five years ago, Carl ‘CJ’ Johnson escaped the haze of Los Santos, San Andreas…a city tearing itself apart with gang trouble, drugs, and corruption. Now, it’s the early 90s. CJ’s got to go home – his mother has been murdered, his family has fallen apart, and his childhood friends are all heading towards disaster. On his return to the neighborhood, a couple of cops frame him for homicide, forcing CJ on a journey that takes him across the entire state of San Andreas, to save his family and to take control of the streets in the next iteration of the series that changed everything.

For those on PS5, you can check out the file size of each game right here.

Grand Theft Auto: The Trilogy – The Definitive Edition will be released this November 11 on the PS4, PS5, Xbox One, Xbox Series X, Switch, and PC.

Thanks, TMGxxMIAMI!

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Alex Co

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Biomutant Update 2.09 Drops for Patch 1.7 This November 5

Experiment 101 has released the Biomutant update 2.09 patch this November 5, or what the studio calls patch 1.7. There’s no new content in this, and was rolled out for Japanese localization improvements. Head on below for more details.

Biomutant Update 2.09 Patch Notes | Biomutant Update 1.7 Patch Notes:

We’ve just released patch 1.7 for #Biomutant!

This update overhauls and improves the Japanese localization of the game based on player feedback we’ve received.

Outside of that, the game has gotten an update recently for fixes as well. if you’ve yet to play the game, go read our review here where we state, “Biomutant is by no means a terrible game, far from it, it just feels like it never hits its full potential. It’s clear that Experiment 101 took inspiration from many games and tried to put it all in one nice package, but in the case of Biomutant there is just too much of too little. The morality system feels out of place, as do the dialogue and player’s choices, and the side quests are just there for the sake of being there. There is a good foundation, but not a lot to be held by it. Combat and its world may be the saving grace of Biomutant, but this is one mutant that might need more experimentation before it achieves its full potential.”

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Alex Co

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EA: Battlefield Franchise “Would Make Sense” to Have a Free-to-Play Component in the Future

With Activision having struck gold with Call of Duty: Warzone, some people (like this guy) assumed that EA would somehow tie-in a free-to-play (F2P) mode to Battlefield 2042 to counteract that. As we know now, EA has revealed Battlefield 2042’s  three core modes: All-Out Warfare (128-player matches), Battlefield Portal, and Hazard Zone, with none of them offering a free-to-play option.

While that might be the case now, it looks like EA is indeed considering a Battlefield component that’s F2P, though the publisher didn’t mention whether this would be tied in to Battlefield 2042 or a separate title on its own. In the publisher’s latest quarterly earnings report, EA CEO Andrew Wilson states that it would “make sense” for the Battlefield franchise to have a F2P component to the overall “ecosystem” in the future.

 I think when we look at our Battlefield franchise today with the knowledge that it probably makes sense to have a free-to-play component to that overall ecosystem in the future.

Job number 1 was truly a reinvention of the action shooter category and I think that’s what they have seek — sort of do. And that’s what they’ve achieved through this 128-plan multiplayer [Indiscernible] expansion, deeper engagement in creativity to portal mode, and innovative new modes in and around the game. I think the next page of that is going to be the launch of the Battlefield Mobile total. And then as we continue to expand that — and that in itself will serve tens of millions of players. I think as we ever think about further expanding apply those over time, free-to-play will make sense for the franchise, but it’s not the focus right now. – Andrew Wilson, EA CEO

There is a free-to-play Battlefield game set to launch soon, which is Battlefield Mobile, which is currently being tested in different regions right now. As for a standalone, “core” Battlefield game that’s F2P, the last one we saw was Battlefield Heroes, which was released back in 2009 for PC. Developed by DICE, the game was played via a third-person perspective, and had its servers close back in 2015.

Would you want a F2P Battlefield game? More importantly, would you want it to be a battle royale and compete with Warzone? Sound off in the comments and let us know.

Source: SeekingAlpha (login required)

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Complete COD Vanguard Perks, Equipment, Field Upgrades, Kilstreaks Lists and Weapon Customization Overview

With the release of Call of Duty: Vanguard set for tomorrow, November 5, Activision has given us an in-depth look at how the COD Vanguard weapons and loadouts work! While some of the info shared might be old news for Call of Duty vets, there’s still a lot to chew on, so dive in! Check out the complete COD Vanguard Perks list, as well as how weapon customization works and more.

COD Vanguard Perks, Equipment, Field Upgrades, Killstreaks Lists, Weapons Customization Overview:

Attachments and Weapon Customization:

Muzzle: A device affixed to the front of a weapon’s barrel. Examples include compensators for controlling recoil, silencers for concealment, and recoil boosters that improve fire rate.

Underbarrel: An attachment used for better weapon control via grips and bipods, in addition to the Bayonet for greater melee damage and range.

Barrel: Changing a weapon’s barrel can significantly alter how the gun operates, from short, lightweight barrels that increase handling speeds at the cost of bullet velocity and initial recoil to extended barrels that increase the weapon’s damage range at the cost of movement speed and hip-fire accuracy.

Magazine: Changing a weapon’s magazine can be as simple as adding a drum version of that weapon’s normal ammo or as drastic as swapping out the bullet caliber, significantly altering fire rate, damage, penetration, and other statistics.

Ammo Type: Change out the ammo used in your weapon’s magazine. Ammo types include FMJ for added bullet penetration through surfaces, and Incendiary rounds, dealing damage over time after bullet impact.

Optic: An aiming device that offers clearer target acquisition. Optics come in a variety of shapes and sizes, as well as different magnification settings.

Rear Grip: The material used for a grip affects how the weapon handles. Materials with high friction like pine tar offer great recoil control, while smooth materials like fabric improve your aiming speed.

Stock: The back portion, or “butt,” of a weapon. Heavier stocks tend to improve accuracy and control, while lighter stocks tend to improve movement and weapon-handling speeds.

Proficiency: This category directly affects your Operator’s proficiency with a weapon. Examples include Sleight of Hand for faster reloads and Nerves of Steel for boosting accuracy while injured or suppressed.

Kit: Another Operator-focused category. Examples include Surplus, awarding additional XP for eliminations, and Heavy Hitter, in which melee attacks with the equipped weapon produce a greater stun on targets.

Weapon Stats

Adding and taking away attachments often alters a weapon’s four basic statistics —Firepower, Speed, Accuracy, and Ammo — displayed in the Gunsmith menu.

Firepower: How much and how fast a weapon deals damage against enemies and vehicles. Sub-statistics include Damage (shown as a number of hit points — in Core modes, everyone normally has 100 hit points for each life), Fire Rate (how fast a weapon fires in rounds per minute), and Bullet Velocity (how fast a bullet travels in meters per second).

Speed: How much the weapon affects an Operator’s movement speed and ability to aim down sights. Sub-statistics include Movement Speed (shown with the maximum speed through Tactical Sprint in miles per hour) and Sprint-to-Fire Time (shown in milliseconds).

Accuracy: How much recoil the weapon has, as well as its stability and hip-fire spread. Sub-statistics include Flinch Resistance (how much force, in Newtons, an Operator feels when damaged, which affects their aim) and Centering Speed (the acceleration of a weapon as it returns to its regular position after firing, shown in meters per second squared).

Ammo: How large a weapon’s magazine is, how fast an Operator can reload with it, and other measurable effects that the bullet has. Sub-statistics include Penetration (how many Newtons of force the bullet has, important for shooting through destructible walls) and Concealment (the number of seconds where an Operator’s position is revealed).

Perks

Perks come in one of three categories — Perk 1, Perk 2, and Perk 3. Choose one Perk from each category to determine your Operator’s specialized abilities. The available Perks are as follows:

Perk 1

Fortified: Reduces damage from explosives by 15%. Damage reduction doubled while mounted, crouched, or prone. Reduces health-regen delay from explosives.

Survival Training: Maximized resistance to stun effects. Immune to gas.

Ninja: Move silently. Take reduced damage when falling. Reduces the effectiveness of enemy Tracker Perks.

Dauntless: Immune to movement-reducing effects.

Ghost: While moving, you are undetectable by Spy Planes, enemy Intel, and Field Mics. Reduces effectiveness of Local Informants.

Cold Blooded: AI-controlled Killstreaks will not target you, and player-controlled Killstreaks will not highlight you. You do not trigger High Alert. Reduces the range at which awareness markers appear for enemies.

Perk 2

Tracker: Enemies leave behind a footprint trail. See markers at enemy death locations and hide the death markers of enemies you kill.

Radar: Enemies appear on your minimap when they fire an unsilenced weapon.

High Alert: Your vision pulses when enemies outside of your view see you.

Engineer: Detect enemy equipment, Field Upgrades, and Killstreaks through walls. Mark them for your team by aiming down sights. Hack enemy equipment and field upgrades.

Forward Intel: See indicators for enemy reinforcements on your minimap. Minimap shows a larger area.

Piercing Vision: Sufficiently suppressed targets will be highlighted for a short time, rendering them visible through walls and obscuring effects.

Perk 3

Double Time: Double the duration of Tactical Sprint. Increase crouch movement speed by 30%.

Demolition: Extra Lethal equipment on spawn. Thrown Lethals and Tacticals display an indicator showing the path of the Lethal or Tactical.

Lightweight: Increases movement speed.

Overkill: Carry two Primary Weapons.

Tactician: Restock your Tactical equipment every 30 seconds.

Scavenger: Replenish ammo from dead Operators.

Equipment

Use your equipment to damage and disorient enemies, conceal your position, heal up, and confuse the enemy.

Lethals

MK2 Frag Grenade: Cookable fragmentation grenade.

Gammon Bomb: Explodes on impact.

Throwing Knife: Retrievable knife that can be thrown quickly and quietly to eliminate enemies.

Thermite: Explosive that burns fiercely for a short time after impact. Sticks to surfaces.

Demolition Charge: Large explosive that sticks to surfaces and can be detonated remotely.

Molotov Cocktail: Improvised incendiary device that explodes on impact.

Tacticals

No. 69 Stun Grenade: Slows victim’s movement and aiming.

Smoke Grenade: Deploys a smoke screen that blocks vision.

Stim: Military stimulant that cauterizes combat wounds and refreshes Tactical Sprint.

MK V Gas: Explodes on impact with the ground, releasing a lingering cloud of tear gas that causes slowed movement, blurred vision, and coughing.

S-Mine 44: Proximity-triggered explosive.

Decoy Grenade: Counter-intel grenade that simulates fake gunfire and radar signatures that confuse the enemy.

Field Upgrades

Field Upgrades are powerful utility packages that charge over time. The more powerful they are, the longer the charge time.

Supply Box: Deploys a box of ammo and equipment for you and your teammates. Explodes when shot. Recharge Rate: Fast.

Goliath: A small remote-controlled bomb on tracks. Controllable for 30 seconds, after which it self-destructs. Can be detonated early. Recharge Rate: Slow.

Dead Silence: Temporarily makes your footsteps silent and makes you undetectable by Spy Planes, enemy intel, and Field Mics. Gun, melee, and Throwing Knife kills refresh duration. Recharge Rate: Fast.

Jammer: Jams the minimap of nearby enemies. Recharge Rate: Fast.

Deployable Cover: Rapidly deployable ballistic cover. Recharge Rate: Fast.

Armor Plates: Equip body armor, preventing damage to your torso until broken. Recharge Rate: Slow.

Field Mic: Reveals nearby enemy movement on the minimap. Recharge Rate: Medium.

Tactical Insertion: Marks a location as your next spawn point. Recharge Rate: Medium.

Dead Drop: Records your current Killstreak score and awards it back when you next respawn. Recharge Rate: Fast

Killstreaks

Killstreaks are powerful, potentially game-changing abilities unlocked by eliminating enemies in a single life without dying. Three Killstreaks can be equipped at a time, with no more than one per kill category.

Three Kills

Intel: Reveals nearby enemies through repeated pings on the minimap over a short period. Intel is only granted to the player who called it in.

Four Kills

Care Package: Drops a single care package that rewards a random Killstreak on pickup.

Spy Plane: Calls in a Spy Plane that reveals enemy positions on the minimap to you and your allies. Can be shot down.

Counter Spy Plane: Calls in a Counter Spy Plane that obscures the minimap for all enemies. Can be shot down.

Five Kills

Glide Bomb: A remote-controlled bomb with a large kill radius.

Mortar Barrage: Toss a flare cannister to mark an area for repeated mortar fire.

War Machine: Equips a semi-automatic Grenade Launcher with a fixed number of grenades. Persists through death until ammo is depleted.

Six Kills

Guard Dog: Calls in a Guard Dog for protection. The dog can be commanded to either guard a position or heel.

Strafing Run: Calls in air support to strafe across a marked target area.

Seven Kills

Bombing Run: Allied bombers make three passes, bombarding areas with high concentrations of enemies.

Death Machine: Equips a Machine Gun with explosive rounds and a fixed number of bullets. Persists through death until ammo is depleted.

Eight Kills

Emergency Airdrop: Drops three care packages, each rewarding a random Killstreak on pickup.

Nine Kills

Flamenaut: Equip a protective suit and Flamethrower with unlimited fuel. Both are lost on death.

Ten Kills

Attack Dogs: Deploy a pack of ferocious Attack Dogs that hunt down nearby enemies.

Firebombing Run: You mark a location for air support to rain fire from above in a massive line that kills enemies on impact and leaves behind a fiery wake that cannot be crossed by hostiles until it disperses.

Twelve Kills

Local Informants: While active, reveals the location and direction of all enemies on the map.

If you’re planning on picking up the game, check out what to do in the first 10 hours here.

Source: Call of Duty
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EA: Battlefield 2042 Beta Feedback was “Overwhelmingly Positive;” Feels “Very Good” About Player Demand

If you’re one of the 7.7 million gamers who participated in the Battlefield 2042 beta or you knew people who tried it out, it seems a majority of people liked what they played. According to EA, the Battlefield 2042 beta feedback they received was “overwhelmingly positive,” though admitted that there were “conversations” around some elements of the beta.

This was revealed by EA CEO Andrew Wilson during EA’s latest quarterly earnings report. In it, Wilson reiterated that the beta client was an earlier build of the game, and if you see the early access numbers, and engagement numbers overall, they see it as a “tremendous demand” for the shooter.

Yeah. So, I think that on balance, the feedback from the beta was overwhelmingly positive. There were some conversations around some elements of the beta, which is not unnatural innovator. And we will be able to take that feedback around those elements — those constructive elements and really implement that in the game. And again, I think what we had talked about with the community is, it was an earlier build of the game that we used for the beta as the team continues to work, and tune, and polish the final build for the game. So, we feel really good about that. I think when you think about the early access numbers and engaging numbers overall, you should read that as tremendous demand.

Continuing, Wilson states that coming out of the beta, and with the advantages of the tech offered by the new consoles, the publisher feels “very good” about player demand.

We did not have the level of innovation and again that we have now. We didn’t have new platform technology driving a high-fidelity gaming experience that we have now. And so net-net coming out of the beta, we feel very good about player demand, the team has been working very hard on tuning and polish and filing the game where we feel really good about the game that the committee is going to get to play on day one. And the team also has wonderful plans for the future large service. That stuff where there’s notion of [Indiscernible] nearly engaging our players deeply in the ability to create their own Battlefield experiences. And so, we feel very good and confident about the future Battlefield at this stage.

While there was a lot to like in the BF2042 beta, our own beta feedback wasn’t exactly all candies and marshmallows, as we’ve noticed some glaring stuff that needs fixing. Hopefully, most of the concerns players have regarding it are part of the list of stuff DICE has outlined regarding what they learned from the beta that are being applied to the launch build.

Source: SeekingAlpha (login required)

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NHL 22 Update 1.20 Patch Notes; Skates Out for Added Likeness & More This Nov. 4

EA has released the NHL 22 update 1.20 (PS5 version 1.020) patch this November 4, and this adds player likeness, as well as a host of gameplay-related improvemtents. Check out the complete patch notes below to see what got changed.

NHL 22 Update 1.20 Patch Notes | NHL 22 Update 1.020 Patch Notes:

Players Likeness

—-

Added the following player likenesses to the game

Kirill Kaprizov – Minnesota Wild

Nico Sturm – Minnesota Wild

Torey Krug – St. Louis Blues

K’Andre Miller – New York Rangers

Gameplay

—-

Receptions, Pickups and Interceptions

—-

– Fixes for some rare cases where the puck would go through the players stick blade as they turn to intercept a pass

– Tuned AI reaction time to be more optimistic while carrying the puck, more human-like on loose pucks and how they defend against the puck carrier

– Improved some cases where players would attempt reaching disrupts that are risky when players could wait and block it more consistent

– Fixed an issue where players would unintentionally spin around when picking up a puck while continuing to hold vision control

– Improved bobble control to keep the puck closer to the intended receiver instead of it redirecting towards the initial pass direction when players who are back skating are unable to play a clean reception

– Improved defensive deflections to get a bigger piece of the puck and steer it further off course when possible to disrupt the play more effectively

– Changed logic for player reaction time on loose pucks so that they don’t have to re-react and look clumsy when they were the last player to touch the puck intentionally

– Various animation improvements

AI

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– Improvements to cases where AI defenders were turning their backs on the puck carrier in the slot when it would be more ideal to be facing up the ice

– Improved cases where AI defenders would skate away from the puck carrier after grazing the back of the net

– Improvements where AI wouldn’t choose to get the puck behind their net

– Improved a case on the rush where against the PK puck carriers were able to skate straight up the middle untouched consistently

– Fixed cases where the AI wouldn’t hustle on potential breakaways

– Improvements to offensive AI looking for one timers that are parking themselves too close to the middle of the net

Goalies

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– Fix for cases where goalies would do a late save animation when not near the puck

– Fixed some cases where the goalie would start a push animation when the puck carrier is about to collide with them, causing pucks to go underneath for goals

– Fix for when the AI goalie would dump the puck into the bench consistently when pressured

– Improved cases where goalies would attempt covers through the side of the net

– General tuning for how the ai goalie tracks the puck


Physics

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– Further improvements to stick in physics regarding the strength of a defenders stick versus a puck carriers legs based on leverage and/or how much the stick impedes the player

– Fix to keep the stick in physics during one timers longer

– Fixed an issue where players could slingshot themselves forward after incidental contact with defender

– Reduced the arm swing & snap of the free arm when skating close to the boards with the free arm on the board side to minimize problems of arms getting stuck on the boards

– Fixed a case where player’s arms would break as their stick collides with a player in poke check

Shooting

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– Added more variety to deflection location on deflections that push the puck down based off Hand eye rating

– Improved catch and release one timers from long distance that were not being treated as good quality shots

– Improvements to shot selections where reaching shots were being chosen instead of ideal shots from where the puck starts

– Fixed an issue where deflections could redirect the puck unrealistically if the original shot changed direction

– Tuned cases where players were able to react too quickly to a disrupted pass while in a one timer windup

General

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– Fix to just disallow goals instead of giving a minor penalty on goalie interference that does not knock over the goalie

– Tuned sticklift targeting in situations where players unintentionally were overshooting ideal stick lift target

– Improved cases where poke checks would sometimes stop on their way towards the puck resulting in weaker pokes than intended

– Fixed an issue where after hitting an opponent and causing a injury/fight, players would fail pickups on the puck for no reason

– Fix for time window being too short when accepting a fight after the whistle

– Fixed a few issues where players would remain stuck in unrealistic animations during offplay when attempting to share their stick

– Fix for users who were getting an excessive amount of penalties in EASHL drop-in was not resulting in that user getting kicked from game

– Various gameplay crash and desync fixes

World of Chel

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– Added additional content into WoC for upcoming Chel challenges. Check back often to collect the latest cool new content.

– Added new goal music and animations to creation zone

– Fixed an issue where the text is appearing the wrong color during the intermissions of a Threes Eliminator game

– Fixed an issue where some Creation Zone text was too dark to be legible

– Fixed the text color on Report content screen so it is visible against the light background in EASHL Drop-in

– Fixed the text color not being legible against the background during the intermission waiting to resume screen

– Fixed a debug text issue for a Zone Ability in the Edit Loadout screen

– Fixed an issue where max character names were overlapping X-Factors icons in the dressing room

– Fixed an issue where the World of Chel end of season screen text was illegible

– Fixed an issue where tabbing away from clubs was causing other text to change colors

– Fixed a legibility issue with the Ones Eliminator Accessibility screen

– Fixed a text issue that explains which divisions qualify to play in which cups during Club Finals

– Fixed an issue where black text was on a dark background when loading into a club finals match

– Fixed an issue where the instant replay interface would overlap in game after selecting it as the pause menu timer reached 0

– Fixed an issue where new users were receiving a message “you are no longer part of the club” when that user has not yet been on any club

– Fixed a desync that would occur during 6v6 EASHL matches

– Fixed an issue where the Club Finals history text remained on screen after tabbing away from the screen

– Fixed multiple issue where tabbing away from a screen quickly would sometimes cause text corruption

– Fixed several creation zone item identification issues

– Fixed an issue where button input functionality wasn’t responding correctly after backing out of a Dressing Room

– Fixed an issue where the screen wasn’t properly handling a user being removed from a dressing room if they were editing a loadout

– Fixed an issue where some Club Jerseys color selectors were not correctly reflecting the selected colors

– Fixed an issue where the Rewards tab indicator would be present when there was no reward bags to open

– Fixed an issue where the time stamp was missing in instant replay for Ones Eliminator

– Fixed an issue where removing a user from the home group while they were still in the post-game flow didn’t remove that user

– Fixed an issue where the change jersey image in Post-Matchup Dressing Room was too big

– Fixed an issue so Private session Dressing room passwords are now displaying the case sensitive password

– Fixed an issue where applying a front logo to a club jerseys would disappear when the user returned to the World of Chel Hub

– Fixed an issue where the play by play names wouldn’t update when a player of club name was changed

– Fixed an issue where the cache wouldn’t refresh after a challenge card item was being claimed

– Fixed an issue where the warning wasn’t being displayed after resetting attributes in edit loadout

– Fixed an issue where changing modes while editing loadout would cause World of Chel Hub Tabs to appear

– Fixed an issue where input would sometimes become laggy after changing your loadout in a dressing room

– Fixed an issue where the Social Widget option would disappear when changing Game modes

– Fixed an issue where players were not being removed from EASHL Drop-in games for poor team play if they got too many penalties

– Fixed the scrolling speed for edit player and creation zone

– Fixed an issue where the controller would lose down input functionality customize club from the club creation flow

– Fixed an issue where all modes became locked after joining an Club

– Fixed an issue where an X-factor icon would sometime light up for a player sitting in the penalty box

– Fixed an issue where a clubs Away Jersey would be displayed in the World Of Chel Hub instead of the Home jersey after exiting creation zone

– Fixed a hang that would sometimes happen when loading into a Threes Eliminator game

– Fixed an issue where accepting an invite while on a loading screen would lead to soft locking the opponent after matching up

– Fixed an issue where the World of Chel hub environment would break if the user accepted an invite during the post-game flow

– Fixed a first time user experience that resulted in the World of Chel hub environment lighting being too bright

Franchise Mode

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– Added X-Factor filter into Player search

– Fixed an issue where the free agent status on the contract offer overlay was sometimes incorrect

– Fixed an issue where the team abbreviation was not always showing on Full Career Stats

– Fixed an issue where an NHL goalie could have an AHL goalie mask assigned

– Fixed an issue where Career Goals was not always updating in the record book

– Fixed an issue with the Draft Lottery popup was not showing all 16 teams that missed the playoffs

– Fixed an issue in 33rd team Expansion where the 2021 Draft Class were already on their respective teams

– Improved line chemistry visibility

– Misc UI Fixes

Be a Pro

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– Fixed logic that caused long term storylines not to spawn

– Fixed logic that caused some storylines to spawn when they weren’t supposed to

– Fixed X-Factor unlock progress that wasn’t being properly displayed in the abilities screen

– Fixed an issue where Franchise Record conversations were showing in the rookie season when the user was drafted to Seattle

– Misc Conversation fixes

– Misc UI fixes

HUT

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– Added an option to Autofill Sets from the Trade Pile

– Added an option to Deactivate Abilities for all players in the Ability Limits screen

– Added the Item Type name in the Player Bio for non-Upgradeable Items

– Added the ability to Claim Objective Rewards from the Post-Game screen

– Fixed multiple issues with illegible text (white text on white background or black text on black background)

– Fixed an issue where Player and Goalie stats were not accurate when presented before a faceoff

– Fixed an issue in Edit Lineup where viewing Player Information would sometimes view the wrong player

– Fixed an issue where Inbox and Opened Pack counts don’t refresh in the Manage Inbox popup after completing a Set

– Fixed an issue where Relist All appeared as an option when Comparing Prices from the Trade Pile

– Fixed an issue where the ‘In Reverse’ Ability text was not legible in the Player Information screen

– Fixed a crash that happened when switching from Compare Price to the Player Information screen in the Trade Pile

– Fixed a crash that would occur when changing profiles on a guest before advancing to a game

– Fixed a crash that would sometimes occur during Play of the Period in Squad Battles

Art

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Center Ice Changes

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Updated the following Center Ice layouts

– Updated Anaheim Ducks Center Ice Line

– Fixed Colorado Avalanche Ball Arena logo to be black

– Fixed Columbus Blue Jackets Nationwide Arena text to be black not blue

– Updated the Dallas Stars Center Ice Logo

– Updated the Florida Panthers Center Ice logo

– Fixed St. Louis Blues center ice circle and logo to the proper sizing

– Fixed Winnipeg Jets Center changed faceoff dot to blue

Uniforms

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The following uniforms have been added or updated in NHL 22

NHL

– Los Angeles Kings Alternate

AHL

– Chicago Wolves Alternate

– Providence Bruins Home, Away and Alternate

ECHL

– Kansas City Mavericks Home, Away and Alternate

– Orlando Solar Bears Alternate

– Rapid City Rush Home, Away and Alternate

– Tulsa Oilers Alternate and 4th Alternate

Canadian Hockey League

– Baie-Comeau Drakkar Home and Away

– Gatineau Olympiques Home and Away

– Kingston Frontenacs Home and Away

– Moose Jaw Warriors Away

– Prince Albert Raiders Home and Away

– Quebec Remparts Alternate

– Regina Pats Alternate

ICE Hockey League

– Dornbirn Bulldogs Home and Away

– EC GRAND Immo VSV Home and Away

– EC-KAC Home and Away

– EC Red Bull Salzburg Home and Away

– HYDRO Fehervar AV 19 Home and Away

– Moser Medical Graz 99’ers Home and Away

– HC TWK Innsbruck “Die Haie” Home and Away

– iClinic Bratislava Capitals Home and Away

– SPUSU Vienna Capitals Home and Away

– Steinbach Black Wings Linz Home and Away

Improvements

– Fixed the St. Louis Blues All-Star arena ice to show the proper art

Source: EA

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Elden Ring Pre-Order Offers and Special Edition Details Announced

Following the new gameplay video that was released, Elden Ring pre-order offers and special edition details have been announced by Bandai Namco Entertainment — giving players an idea of the versions they can choose from and the bonus stuff they can get when they order the game.

Here’s a new trailer to give you an idea of what’s in store when you pre-order the game.

For those who pre-order the game, they’ll get access to the following items.

  • Digital Adventure Guide, containing useful information to help players as they enter The Lands Between.

  • Bonus Gesture – Receive a gesture at the start of the game. Gesture can also be obtained in-game.

And for those who want a peak at the Collector’s Edition, there’s a trailer for that as well.

There are three different types of releases to choose from. Check out the details below.

Digital Deluxe Edition (Available on PlayStation, Xbox, and STEAM digital storefronts for $79.99 MSRP.)

  • ELDEN RING game

  • Digital Artbook and Original Soundtrack

Collector’s Edition (Available at participating retailers for PlayStation 4, PlayStation 5, Xbox Series X and Xbox One for US$189.99 MSRP, while supplies last)

  • Physical ELDEN RING game disc

  • 9-inch statue of Malenia – Blade of Miquella

  • Exclusive SteelBook™ featuring the Elden Ring

  • 40-page hardcover art book

  • Digital Soundtrack

Premium Collector’s Edition (Exclusively available on the BANDAI NAMCO Store for PlayStation 4, PlayStation 5, Xbox Series X and Xbox One for fans in the US and Canada for US$259.99 MSRP. Pre-orders coming very soon.)

  • Physical ELDEN RING game disc

  • 9-inch statue of Malenia – Blade of Miquella

  • Official Malenia helmet replica 1:1 scale

  • Exclusive SteelBook™ featuring the Elden Ring

  • 40-page hardcover art book

  • Digital Soundtrack

If you haven’t seen the 15-minute long Elden Ring gameplay video, you can check that out right here.

Elden Ring will be released this February 22, 2022 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

Tim Villasor

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