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PC Gamer
title="Permanent Link to The PC Gamer Show episode 6: Due Process, Oculus Rift DK2, and a fond farewell">pc gamer show episode six

It's The PC Gamer Show! In episode six, Evan and Tyler play indie tactical shooter Due Process, Andy subjects the office to Cyberspace on the Oculus Rift DK2, and we say goodbye to a friend.

In this episode...

Act I: Evan and Tyler play Due Process with the developers, defending and attacking procedurally-generated rooms with grenades, flashbangs, wall charges, and many, many bullets.

Act II: (18:36) Andy makes everyone queasy with Cyberspace, an Oculus Rift DK2 theme park ride.

Act III: (26:20) A fond farewell.

The PC Gamer Show is a new and evolving project for us, and we want your feedback to help make it better. What kind of segments do you want to see? What games should we play and talk about? Who should we have on as guests? What's coming up next?

Shout at us in the comments below, or shoot us an email directly at letters@pcgamer.com. We're listening. And we'll see you in two weeks.
PC Gamer
title="Permanent Link to Clang, Neal Stephenson’s swordfighting simulator, is officially dead">clang

Neal Stephenson's swordfighting simulator Clang didn't get a lot of coverage here when it hit Kickstarter in mid-2012, but it did manage to pull in quite a bit of cash, to the tune of more than $526,000. Unfortunately, that wasn't enough to get the job done, and the developers said last year that they were settling into "evenings and weekends" work on the game until they could find another source of financing.

That effort has come to naught, however, as Stephenson yesterday posted a "final update" acknowledging that the project has been shut down completely. Members of the team, including Stephenson himself, "absorbed significant financial losses" in trying to complete the game, he wrote, but in the end, "Additional fundraising efforts failed and forced the team to cut their losses and disband in search of steady work."

Stephenson said the Clang team has processed roughly two dozen requests for refunds received through email and Kickstarter comments, totaling about $700. "We think that is within the normal scope of a Kickstarter project and we don't think it sets any precedents that would give other organizations misgivings about using Kickstarter to fund their projects in the future," he added.

Predictably, the confirmation that Clang will not be completed, coupled with Stephenson's acknowledgment that some people have already been given their money back, has triggered a large number of new calls for refunds. Whether or not that's going to happen isn't clear; Stephenson invited backers to join a new mailing list for future projects, but said nothing about the possibility of future refunds.

PC Gamer
title="Permanent Link to Outland announced for PC, will be on Steam later this month">Outland

It's been a good week for things unexpectedly coming to PC. Final Fantasy IV arrived while no-one was looking. Final Fantasy XIII was announced while everyone was looking. Metal Gear Collection isn't coming to PC, but only because it's clothes. Here's another: Outland, the Housemarque developed "polarity-switching" platformer. It'll now land on Steam at the end of the month, on 29 September.

Here's a short trailer to set the scene:

If you know what Ikaruga is, the easiest way to describe Outland is "it's Ikaruga but a platformer". If you don't know what Ikaruga is, then I should probably try a bit harder. Outland is a 2D platfomer in which you can switch colours between blue and red. All enemies and projectiles are one of these two colours, and you can't be harmed by same-coloured objects. Similarly, you can't harm same-coloured objects, and so will need to continuously switch in order to make it across the Metroidvania-style world.

I played it years ago, and broadly enjoyed it some shitty boss fights aside. According to Housemarque, the Steam version will bring new campaign co-op and an improved checkpoint system.

It's an unexpected but pleasant announcement, then. Outland will cost $10/ 10/ 7 on release.
PC Gamer
title="Permanent Link to We’re giving away five thousand Steam keys for Dawn of War: Master Collection">Dawn of War B

You there! Do you like War? Do you like Dawn? More to the point, do you like being given free things? Excellent! Because we're giving away five thousand Steam keys for Warhammer 40,000: Dawn of War Master Collection. The bundle contains Relic's classic RTS currently celebrating its 10th anniversary as well as all of the game's expansions. To win these things, you have until Monday to enter our raffle which you can do by adding your email address to the widget below.

You've got until Monday, 1pm BST to enter this giveaway, at which point codes will be sent out to the randomly drawn winners.

Inside the Master Collection you'll find Warhammer 40,000: Dawn of War - Game of the Year Edition, Winter Assault, Dark Crusade and Soulstorm. It's everything you'll need to catch up on a game that, 10 years ago, we scored a deserved 91%.

To celebrate Dawn of Wars' 10th anniversary, Tom chatted to its developers. Read his retrospective for insight into the design, creation and legacy of the game.

Relic are hosting their own celebrations, with a competition to win a selection of DoW goodies. To enter, head over to the official Dawn of War website and Twitter account.
PC Gamer
title="Permanent Link to Dawn of War retrospective: ten years of war in the 41st millennium">Dawn Of War 3

The Wraithlord is a twelve-foot tall monster crafted from psychic bone, imbued with the spirit of an ancient warrior who exists to only to kill. The Space Marine Captain is the champion of a barely-human warrior caste who runs around in power armour that compounds his ridiculous strength. When these two meet on a battlefield, something messy and exciting ought to happen.

In Dawn of War, it does. The Wraithlord burns the Captain with his fist-mounted flamethrowers and then crushes him with the squeeze of a single hand. The Captain pops in a cloud of red goo that Relic refer to as the "blood pinata" effect, and the Wraithlord throws his broken corpse out of the melee leaving a messy trail across the map. It's grim. It's perfect. Dawn of War is one of the few games to get close to delivering the spectacle the Warhammer 40k universe demands. In pursuit of that fantasy, Relic also challenged the RTS format created by Dune 2 and proliferated by Command & Conquer, StarCraft and Age of Empires.

"One of the expressions on the team at the time, as was related to me, was 'in the 41st millennium, no-one chops wood.'" says Phillip Boulle, campaign and narrative designer on Dawn of War and its subsequent expansions. "It was all about going out, all the ways you got resources were points of conflict. Go out, fight with the enemy early."

Wraithlords. They do one thing and they do it well.

Dawn of War does this by inverting the traditional RTS map, which tucks static resources into safe corners behind each faction's base. Dawn of War ties resources to capture points in the battlefield, a move inspired by the original Warhammer ruleset. "In the tabletop game, there isn't really any resourcing," says Ian Cumming, artist, modeller and art director on Dawn of War and Dark Crusade. "It was all about combat and the variety that comes from that, from the different races. Putting the resource system in the field with the control points really served that."

It also granted Dawn of War's battles a refreshing sense of immediacy. At the time the RTS relied heavily on the hypnotic rhythm of mining and building. The base-stomping final third of an encounter served more as a congratulatory firework display than an expression of combat. Dawn of War is about aggression. From the opening seconds of a fight you're taking, holding and repelling. The Warhammer fantasy demanded a game about conquest, not administration.

This aggressive intent even surfaces during base-building. When the Space Marines order a new building, it crashes in from orbit and unfolds into a factory. "Most other games previously had put all of the pizazz at when you finish building something. The problem there of course is when you finish building, you're not looking at it," says Boulle. Even small touches like this reinforce the idea that the player should be busy waging war. Only war.

Units keep fighting when they're on fire because Warhammer.

Base buildings were one of a few areas that Relic were allowed to toy with in an otherwise meticulously documented universe. Building Dawn of War also meant building a relationship with Games Workshop, Warhammer's famously protective custodians. "Working with any intellectual property has constraints," says Boulle, "but it's those constraints that make something great. If we could do whatever we wanted, we wouldn't be doing a 40k game, we'd be doing some sort of watered down version."

Relic were free to fill in the blanks that exist in the tabletop game, and impressed with their realisation of bases, environments and weapon effects. "One anecdote when I came on the team was the Games Workshop guys telling me that when they first saw the Eldar Eldritch Storm the ultimate Eldar ability that had been in the tabletop for ten years at that point. When they first saw our realisation of it they were like YES, that's what we've been describing for ten years but we've never been able to show it. This is it." That was a big moment for us."

Relic designed units that, in the case of the Eldar Bonesinger, went on to become models in the tabletop game. They built their own Space Marine chapter, The Blood Ravens, which found its way into White Dwarf, Games Workshop's rulebooks and three novels devoted to the chapter. "They let us build something that others hadn't been allowed to build before. That's because we were able to show that we got it," says Boulle.

Oh I'm sorry, Eldar warriors, my deadly space laser didn't realise you were standing there.

They did. That moment, when a Wraithlord faces off against a Space Marine Captain in a throng of embattled minions, shows that they got it. Dawn of War's decade-old, low-poly models still demonstrate a good understanding of the joyful, splattery absurdity of the universe. The Space Marine orbital strikes still feel utterly devastating, and the faction rosters fearlessly incorporate some of Warhammer's most extreme units. There's something right about a studio that looks at the Exorcist tank, an artillery vehicle that fires barrages from a pipe organ, and says "that's going in our videogame."

It's still a good, challenging RTS. If you're tempted to try it, I'd recommend starting with Dark Crusade expansion for its standout singleplayer campaign that lets you play as one of seven factions in a royal rumble for control of a planet. It's the best realisation of the 40k 'everyone hates everyone' idea, and has some of the neat wargear progression that Relic invested in heavily for Dawn of War 2. PCGamingWiki suggest some good tweaks that unlocks the camera zoom and improves the visuals a bit.

But what for the future of the series? "We're super thrilled with the reaction we've gotten," says Boulle. "We're focused on Company of Heroes: Ardennes Assault, which we just announced. Yeah, Dawn of War remains an important property for us and we continue to look for ways to invest in it."

To celebrate the ten year anniversary of Dawn of War, we're giving away 5,000 copies of the game, complete with expansions. Relic are also running some competitions around the anniversary which you can follow on the Dawn of War twitter account and the Dawn of War site.
PC Gamer
title="Permanent Link to Battlefield Hardline’s Hotwire mode is like Need for Speed with rocket launchers">Battlefield Hardline

A new Battlefield Hardline trailer is out. At first, it looks a bit like Need for Speed what with police cars in pursuit of some high-speed vehicle. Soon after, it looks less like Need for Speed what with machine guns and shotguns and rocket launchers and death. I think the idea is to get a fast car from one place to another. I know the idea is for explosions to happen.

Is this the end-game for EA? In the same way Ubisoft's biggest games seem to be converging into a cut-and-paste template of open-world action, will EA eventually merge their various franchises into one big, destructive playground of machismo and explosions? Probably not. Although, there was that PGA Tour trailer.

Battlefield Hardline was originally due out this year, but was put back in the development oven in order to work on the feedback gathered from a rather lacklustre beta.

Here's Evan, with hands-on impressions (and video) from the game's E3 demo.
PC Gamer
title="Permanent Link to Crusader Kings 2 has sold one million copies">CK2

Paradox has announced that Crusader Kings 2 their soap opera grand strategy of medieval war, politics and intrigue has sold over a million copies. It's always nice to see a PC exclusive hit the landmark, and in this case it's particularly notable. CK2 isn't an exciting military simulation, procedural multiplayer sandbox or tense psychological playground. It's a complex game about a map, a big list of people, and a working knowledge of the feudal system.

Perhaps more surprising is the other statistic released by Paradox: the game has an average playtime of just over 99 hours. That, when you consider all the people who still have it buried away in their pile of shame, amounts to a lot of people who must have played considerably more.

It must help that Crusader Kings 2 is still being updated both with wide-ranging patches and new DLC packs. Up next is the game's seventh expansion, Charlemagne. It introduces a new, earlier start date and a story series centred around Charlemagne and The Holy Roman Empire.

If you want to see what makes the game so good, you should check out Rich's diary, detailing his exploits in CK2's Game of Thrones mod.
PC Gamer
title="Permanent Link to Wasteland 2 review">WL2-1

There's a mad monk up ahead. He's wearing little more than rags, his body hunches over with a great burden. His face is twisted and warped. Behind him is a woman with a small pack; ahead of him is a gnarly raider.

My guide through the dusty canyon cautions me against interfering as the raider demands the woman's goods. She begs him to stop, for both their sakes, but it's too late for that. The hunchback monk, a disciple devoted to the nuclear god Titan and The Great Glow, sworn to protect his charge.

He rushes forward, shouting a prayer, and then detonates the small warhead he carries. A mushroom cloud emerges from the blinding light, vaporizing the monk and the raider. The woman, however, now lays legless before me.

"Kill me," she croaks. And I do, but not before I take her scrap.

Wasteland 2 pulls few punches. It shouldn't: as both a post-apocalyptic RPG and the latest in the new wave of 'hardcore' role-playing games, I expected it to be both difficult and dark. It s the sequel to the game that inspired Fallout, and the product one of the most high-profile Kickstarter campaigns ever. That s a lot of weight to carry, and inXile founder Brian Fargo has called it the most important game of his career. That a sequel to a 26-year-old game happened at all is pretty amazing. That it s also a good game, in spite of a few bugs and design issues, is astounding.

Building character

Wasteland 2 begins much as its predecessor did choose or create four new recruits to the shining beacon of law and order in post-nuke Arizona, the Desert Rangers. One of your own has been murdered while investigating strange new radio transmissions, and you must solve his murder and pick up the trail he was on.

inXile provides a nice selection of premade characters, but I enjoyed the characters I created most. Each character has six basic stats that affect a further set of derived abilities. Coordination, for instance, affects your ability to shoot a gun, but also how steady your hands are when jimmying a lock or disarming a bomb. These abilities also tie into your choice of skills. Some are obvious: Brawling affects how good you are at bare-fisted fighting, Handguns shows your skill with a pistol or small gun. Others seem useless at first; who would focus on repairing toasters in a post-apocalyptic world? I did, and I m proud to report that some of my best experiences (and loot) came from bringing life to a discarded appliance.

None of the skills available are useless, which makes focusing on a few difficult. I routinely found myself wishing I had a character or companion with Brute Force who could break open a safe I had permanently locked through a critical failure. Animal Whisper doesn t lead to surreal bunny conversations as in Divinity: Original Sin, but it does help when herding cattle for a quest. I completed one difficult late-game combat encounter with a lost puppy I had used Animal Whisperer on, who followed me into combat and viciously murdered three synthetic enemies. It takes a while to learn how the skills work in the world, but their usefulness is ever present.

Even with four characters under my control, though, I struggled to find a balanced mix of skills and abilities. This is by design, and it nicely complements the companion NPCs inXile has created to join me on my travels. I could add up to three followers for a max party size of seven. Each NPC has her own agenda, and if our goals don t align, they can leave in a huff. A brash warrior named Takayuki joined me after I saved his mom from a mining cave-in, bringing with him strong explosive skills, and with that, a surefire way to disable traps on lockers and chests. Another companion, Pistol Pete, asked me to save his town from an invading gang if I chose to work with the gang instead, Pete would abandon me, taking his valuable firearms and bartering skill with him.

There are a whole lot of companions like this in the game, and I already know I didn t encounter them all. Often, they re normal NPCs who can be persuaded into joining, but could just as easily turn into a foe. Rose, the scientist and doctor from Arizona s Ag Center, joined my party to help solve a mutating plant problem, but I could have just as easily killed her to get the access codes I needed.

Take aim

Combat in Wasteland 2 is turn-based, the new hotness in CRPGs. It feels like a mix of Firaxis XCOM and Black Isle s Fallout: encounter a group of enemies, get a turn order, and then spend action points on moving and attacking. Cover is useful, adding both a defensive and aim bonus, but is also often destructible, so maybe those crates aren t as safe as you thought. Each of the game s many weapons require a certain number of action points to fire or reload, and many can fire bursts instead of single shots, at the cost of your aim. Explosives such as TNT and grenades do area damage.

Some weapons just make more sense than others. Shotguns plagued me as they fire in a cone and can do heavy friendly fire damage. I ultimately stopped using them and focused on energy weapons, which can get heavy but do strong damage in later fights. The weaponsmithing skill let me break down old and unwanted weapons into usable mods, customizing my mid-game and endgame weapons so that I rarely missed a shot and did tremendous damage with sniper rifles. Picking off a mutated honey badger from from 500 meters feels hugely satisfying, and saves me the vicious bastard s up-close attacks, which would mess me up in the early parts of Arizona.

I was never bored by Wasteland 2 s fights, and every battle had the chance to go horribly wrong for me. I liked that, right as my squad started to feel unstoppable, I d encounter a massive cannon-wielding robot that d blow two teammates away. I also love that many skills stayed relevant during a battle to take out an army of robots, I d use my Computer skill to convert them to my side and watch as they bashed each other.

I do wish that inXile had included stealth in the game, however. Its absence means conflicts will always become straight-up brawls, and there were multiple times I d wished I could sneak past an enemy or NPC to set up a more tactical approach.

Neighborhood watch

The people of the wastes are rarely friendly, but they often need your help. There were few easy decisions as I struggled to prioritize one group over another. Early on, for instance, I received distress signals from Hightown and an Agricultural Center, both needing urgent assistance. I saved the Ag Center first, battling mutated plants and giant, man-eating rabbits, but when I got to Hightown, the attacking raiders had killed everyone. Oops.

Once you leave Arizona, almost halfway through the game, you ll meet even stranger people in LA. God s Militia are standard religious fanatic types, punishing sinners down the barrel of a gun. A group of sentient robots lead by an evil AI called Dugan wants to destroy humanity, while the Children of the Citadel and its cyborg leader, Matthias, promise immortality by joining flesh with machinery. The people of Rodina have been enslaved by a raider gang originally hired as protection, and a plague in the town has all but wiped out the farming population. And the people of Hollywood just want to party, be pretty, and take their drugs, which are turning them into zombies.

While the Arizona part of Wasteland 2 is fun, it s made up of areas that long-time RPG fans had explored in the first Wasteland, 26 years ago. It s a nice nostalgia trip, but the LA wetlands is where the game opens up to its full potential, and feels most like the wasteland of Fallout and Fallout 2. The cities are more complex, with more intricate, grey area-leaning side quests that feed into one another, and the factions are more interesting.

Angel Oracle is a stadium taken over by the Mannerites, who believe the key to restoring society is through extreme politeness. On a call-in radio show, their leader, Mr. Manners, councils a wife and mother who must choose to save either her husband or her children from raiders. Manners suggests the husband, since it s not becoming in society to be a widow and, you can always have more kids. Polite does not mean good, clearly.

It s here that Wasteland 2 s writing and voice work shines brightest, in the LA faction s power struggles and competing radio broadcasts. Both the Mannerites and their splinter offshoot rivals, the get-ahead-in-life Robbersons, are inspired by self-help books, and watching the two groups tear each other apart over philosophies that seem trite today is amazing.

Rough rider

The world inXile built is fascinating to explore, but gets blemished by a few outstanding bugs and issues. I encountered a few pathing issues, including one in a late-game fight that required a reload. My review build still featured a few small typos and glitches, such as world interactions that wouldn t actually interact, side quests that would hang if I resolved them in unconventional ways, and camera freezes during battles where I d see the lighting shadows move, but not the camera itself. Most of these occurred in the LA portion of the game, the side that hasn t benefitted from months of intense beta testing. Thankfully, none of the issues hit game-breaking status

Other problems are intrinsic to the game, though. Almost all of the loot is random, which means my time spent carefully de-trapping and unlocking a combination safe would sometimes only reward me with a handful of bullets and a wasted hour. The lack of stealth remains unfortunate particularly in a big encounter in Damonta that took me five tries to get the result I wanted.

Sadly, Wasteland 2 is not the prettiest game. Character models look okay from a distance, but can be ugly up close. Some of that is made up for by the fun clothing you can acquire my sniper walked around in a gorilla suit for a third of the game but there s a fair amount of reused models and assets, and even the wonderfully illustrated NPC portraits repeat for separate characters. Environments also follow some basic patterns here s the desert, here s a ruined village, here s the remains of Hollywood Boulevard and while each area does feel distinct, they never look overwhelmingly impressive. I do appreciate that inXile gives lots of camera controls, though, including a huge zoom-out range.

These are issues, but they re surmountable. In my 50 hours in Wasteland 2, I mostly found myself merely annoyed by them, and almost never felt the bugs were in the way. Weighed against the sheer amount of content in the game my 50 hours skipped entire subplots and side areas they re small problems. I m already planning my second playthrough, imagining the toasters I can repair this time around, or wondering if it s time to merge my body with the cybernetics Matthias cult offers. I want to know what happens if I save the town of Highpool, or retrieve a warhead from the Servants of the Mushroom Cloud, or if I can help the street kids in Hollywood stay safe.

It took Brian Fargo 26 years to get to revisit the world of the Desert Rangers. It took a $3 million Kickstarter campaign to fund inXile s initial development. And it took a welcome resurgence in complex computer role-playing games to make it all possible. Wasteland 2 lives up to its legacy. It s a game that has come full circle from inspiration for Interplay s Fallout, to spiritual successor for that franchise s roots. This wasteland is deep and dark and dangerous, and a great place to get lost in.


Expect to pay: 30/$40

Release: Out now

Publisher: inXile Entertainment

Developer: inXile Entertainment

Multiplayer: None

Link: bit.ly/1mi0ujv
PC Gamer
title="Permanent Link to Gratuitous Space Battles 2 trailer proves that intergalactic destruction can be beautiful">screen_dreadnought1

Who said large scale interplanetary destruction can't be beautiful? Probably most sensible people actually, but when the question applies to Gratuitous Space Battles 2 the answer is "yes, it can be beautiful". The trailer above is a short teaser concisely outlining what the game is and what it does. Since we already know most of this information, it's probably best to focus on the beautiful, beautiful destruction.

If that's not enough, here's a nine minute video showing some pre-alpha gameplay, complete with commentary. Earlier reports suggest Gratuitous Space Battles 2 will release some time before the end of the year, though the trailer says "soon(ish)" so who bloody knows, really.
PC Gamer
title="Permanent Link to Nvidia’s Dynamic Super Resolution is downsampling made easy">dynamicsuperresolution-teaser

Back in April, Dark Souls modder Durante revealed a new tool he'd written called GeDoSaTo, or Generic Downsampling Tool. Downsampling is like the ultimate brute force anti-aliasing solution--it involves running a game at a high resolution, like 1440p or 4K or even 8K--and then using an algorithm to rescale that image to your monitor's native, like 1080p. Downsampled games look amazingly sharp, but downsampling usually requires some tricky hacks, like adjusting monitor timings or modifying game files. GeDoSaTo made it possible to downsample games more easily than ever before, but it's still a mod tool, and all mod tools require trial and error and tinkering.

Well, Nvidia's been paying attention. One of the major features coming to Maxwell GPUs like the GTX 980 is called Dynamic Super Resolution and it's just downsampling, but with official driver support instead of hacking. The favorite technique of hardcore PC screenshotters is coming to the masses.

A future GeForce Experience driver for Maxwell GPUs (it wasn't yet enabled when I tested the GTX 980 pre-launch) will include a customizable Dynamic Super Resolution option alongside other GFE basics like anti-aliasing and anisotropic filtering. On a powerful enough card, GFE may even click on Dynamic Super Resolution when you press the optimize button.

At release, DSR will be exclusive to Maxwell, but Nvidia's director of technical marketing Tom Petersen said at Nvidia Editor's Day that a rollout to older cards was "very likely." Petersen showed off DSR on stage at Editor's Day using Dark Souls 2 as an example. He demoed the visible scintillation effect that happens when panning the camera around a field of grass. At 1080p, the sample resolution of the screen is too low to capture entire blades of grass, so some parts of the texture slip through the pixel grid and aren't sampled. That leads to a shimmery effect. When the game is running at 4K with DSR, though, the higher resolution sample grid leads to more grass pixels being sampled, which creates a more solid image.

Above and below: Nvidia's demonstration of how sampling more pixels improves image quality.

If you're familiar with downsampling, you knew all of that already. Downsampling is a great way to cut down on aliasing and bring out the texture detail in games you wouldn't see at a lower resolution. Nvidia's implementation is exciting for two reasons. One, it's easy to turn on, which means gamers who have never fiddled with downsampling will now be able to. Two, Nvidia is claiming that its downsampling implementation will be better quality--and more widely compatible--than the downsampling hacks gamers have been using.

We re not using the hardware pipeline to do the scaling," Petersen said in his presentation. "We have a separate stage to do the filtering to bring a 4K image down to 19x10. It s also transparent to the game. It s not sneaking past the game to do supersampling. In the postprocessing framebuffer we scale it down to 19x10."

After the presentation, I checked out a demo of DSR and talked to technical marketing manager Andrew Coonrad to get more details. DSR can be enabled with a single click in GeForce Experience, but it's thankfully a bit more customizable than that. Tinkerers can go into the Nvidia control panel to customize a game's render resolution in steps up to 4K. DSR currently doesn't support high resolutions, like 6K or 8K, which Durante's GeDoSaTo can do. GeDoSaTo is the more customizable tool, but it works with a (relatively) narrow selection of games. It's currently limited to DirectX9.

"This is the big boy corporate version of ," said Coonrad. We have a lot of engineers and a lot of time, and we have access to our drivers. It's compatible with...I'm not going to say all games because I haven't tested all games, but most games. There are some games where even rendering past 1080 is challenging, because the engine itself can't do it, or the INF list of resolutions that are available doesn't work. There are some other complications that can happen with multiple resolutions, but what this does is it tells the driver: 'Hey I have all these other resolutions I can render at, tell the game I have more resolutions.' ... So if the game is compatible with 4K, it will be compatible with this technology."

DSR will come to GeForce Experience with an upcoming driver, with more settings available in the Nvidia Control Panel.

DSR can't fix the issues that certain games, particularly older games, have with downsampling like a non-scaling UI that becomes teensy-tiny at high res. But Nvidia has the benefit of crowdsourcing on their side. While the mod community is constantly collaborating to improve their own homebrew tools, Nvidia can collect data from thousands or even millions of GeForce Experience users.

"We've done a lot of testing, but we can't test every single game out there, right?" said Coonrad. "I'm sure there will be titles where it's like, holy fuck this is amazing, it fixed everything, I can now play Homeworld 1 at 8K or whatever. Fantastic! Great. But if there are issues, that's what so cool about GFE, we have a feedback button, so people can say hey, I tried this, it didn't work, help me fix it. We take that really seriously. We'll go in and look at what happened and try to fix it and try to make it work for every game."

I'm eager to see Nvidia support resolutions higher than 4K with Dynamic Super Resolution, and eager to see them broaden support from their new Maxwell GPUs back to older cards, which can already handle downsampling via modding. The easier downsampling gets, the better. And even if Nvidia says modders weren't the direct impetus for DSR, I think Durante and Dead End Thrills can still safely claim credit for making the PC downsampling community too big too ignore.

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