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10,000 Walmart shoppers added a $4,299 RTX 5090 to their cart before it sold out
Current GPU prices have pushed gamers to a point where they will pay just about anything cheaper than the highest listing. If you have been following our coverage, NVIDIA's flagship RTX 5090 has become something close to an unimaginable purchase for most people, with prices on secondary markets soaring past $10,000.
Against that backdrop, $4,299 starts to look almost reasonable, and apparently many shoppers agreed. During Walmart's GeForce Week promotion, MSI's GeForce RTX 5090 32GB Gaming Trio OC appeared on the retailer's site at $4,299.99, offering a rare chance to buy NVIDIA's flagship GPU from a major storefront rather than a third-party marketplace seller with an even steeper markup. The listing has since gone out of stock.
That $4,299 price puts the card $2,300.99 above NVIDIA's reference price, a premium of approximately 115%. And it was not just a handful of shoppers willing to pay it either. Walmart's page showed the card sitting in 10,000 carts before stock ran out. However, with RTX 5090 prices skyrocketing, Walmart's price was genuinely one of the better deals available.
China's Lisuan LX 7G100 packs 24.6 TFLOPS but delivers just one-third of RTX 5060 performance
Lisuan Tech's LX 7G100, one of China's latest attempts to develop a competitive gaming GPU, has now undergone broader real-world testing. PC Games Hardware tested the card across a 14-game 1080p rasterization suite, where it delivered roughly one-third the performance of NVIDIA's RTX 5060 despite offering theoretical compute throughput comparable to the RTX 5060 Ti.
The LX 7G100 is rated at 24.6 TFLOPS of theoretical FP32 throughput, along with 12GB of GDDR6 on a 192-bit bus and 432GB/s of bandwidth.
In PCGH's 14-game 1080p rasterization index, the LX 7G100 finished 23% ahead of the GeForce GTX 1060 6GB. However, the RTX 2060 was 55% faster, while the Radeon RX 6600 held an advantage of around 80%. In the same test suite, the 7G100 delivered just 34% of the RTX 5060's performance.
$400 GTA 6 collector's edition comes with fake coke spoon and razorblade, but no actual game
Rockstar today revealed a $400 collector's edition-style merch box for GTA 6 that comes with some...interesting items including a replica coke spoon and a razorblade, but no actual copy of the game.
GTA 6's new unofficial collector's edition is up for pre-order now, and the $400 price tag positions it as a high-end and limited premium product. The merch box is called The Goodtime State Vice City Collection and comes with a ton of real-world goodies that are inspired by GTA 6's in-universe TV show, Macca the Gator.
Buyers will get their very own replica coke spoon--technically referred to as a swizzle stick--razorblade, and mirror combo, alongside wearable merch like sunglasses, a trucker hat, and a fanny pack. There's even a double-sided post with a map of Leonida on the back, so this might be Rockstar's way of continuing its tradition of releasing physical maps with every GTA disc release (unfortunately, GTA 6 will be the first game that ships disc-less).
Apple and Qualcomm renew global patent license agreement for 5G modems
Qualcomm has renewed its global patent license agreement with Apple, with the new deal taking effect April 1, 2027, right after the current agreement runs out.
The company confirmed the renewal in a brief announcement, without disclosing financial terms or how long the new agreement will run. "We are pleased to extend the Apple license agreement," said John Han, Executive Vice President and General Manager of Qualcomm Technology Licensing.
This licensing relationship goes back to 2019, when Apple and Qualcomm settled years of patent litigation and signed a six-year deal with a two-year extension option. Apple exercised that option in 2024, pushing the agreement's end date to March 2027. It looks like this new renewal simply picks up where that one leaves off.
Continue reading: Apple and Qualcomm renew global patent license agreement for 5G modems (full post)
Left 4 Dead writer explains why Valve keeps its teams small
Left 4 Dead writer and former Valve developer Chet Faliszek adds perspective to the current state of gaming, saying that teams are too big these days and it's leading to a lot of wasted time and money.
Valve is massive in terms of earnings and influence, but its teams are small compared to other publishers. The reality is that large teams often cause massive inefficiencies; having too many cooks can crowd the kitchen, so to speak. Having smaller, more agile teams with people who are all on the same page was the key to making games like Left 4 Dead.
Over on his YouTube channel, former Valve writer Chet Faliszek shares his industry take, expressing with first-hand experience as to how big game development teams can ultimately cause more problems than they solve. Faliszek's words ring with truth, especially as practically every game-making team in the industry has shed workers in an effort to reduce some of the very costs associated with things like wastage and indecision.
Continue reading: Left 4 Dead writer explains why Valve keeps its teams small (full post)
NVIDIA's RTX Kit adds RTX Mega Geometry 2.0 and lays the foundation for RTX Neural Texture Compression
RTX Neural Texture Compression is one of those technologies that could become a game changer for PC gaming, leveraging AI for texture compression and RTX Tensor Cores for real-time texture decompression. This means massive savings in VRAM and memory, up to a reported 90% in some scenarios. This would let modern 8GB GPUs play games with maximum texture quality while using considerably less memory overall.
As part of NVIDIA's new RTX Kit 2026.3 update, RTX Neural Texture Compression 0.10 beta is now available for game developers. Although still early, this update adds support for the Microsoft DirectX 12 Agility SDK preview with Linear Algebra for neural textures in DirectX. Interestingly, this update also adds support for Windows on Arm, paving the way for the technology to also be available on RTX Spark devices. With these updates, we're getting closer to seeing RTX Neural Texture Compression live in an actual game.
The other big addition to the RTX Kit is RTX Mega Geometry 2.0, coming soon to Gears of War: E-Day, so stay tuned for our coverage. RTX Mega Geometry increases the detail and complexity of objects and environments in ray-traced scenes while improving performance. More detail, more performance. It does this by converting complex meshes or sections into clusters.
Logitech G's PRO X3 LIGHTSPEED Gaming Headset pairs immersive audio with a studio-grade microphone
When we reviewed the Logitech G PRO X2 LIGHTSPEED Gaming Headset back in 2024, it unfortunately fell short in a few key areas. Although the build quality, comfort, battery life, and default tuning were great for long sessions, an average microphone on a flagship, pro-grade headset for competitive gaming was disappointing. With the new Logitech G PRO X3 LIGHTSPEED, that's changing, as it features a 48KHz/16-bit full-bandwidth omnidirectional microphone for studio-quality voice.
A high-quality microphone also makes integration with BLUE VO!CE via the G HUB app a worthwhile customization tool, letting you switch between a rich, warm, broadcast-like sound for streaming and a crisp, tournament-tuned preset for competitive gaming.
Another shortcoming of the X2 was its spatial audio capabilities, and Logitech has focused on that too. With premium 50mm PRO-G AUDIO graphene drivers tuned for gaming, specifically action titles, the 7.1 spatial solution has been rebuilt for enhancement. Add an expanded parametric equalizer to customize the sound for various game genres, movies, and music, and the Logitech G PRO X3 LIGHTSPEED Gaming Headset certainly looks like a worthy successor.
Logitech G's new PRO X2 RAPID might just be its best gaming keyboard to date
Announced today, we've been hands-on with the new Logitech G PRO X2 RAPID Wired Gaming Keyboard for a few days. It's the company's new flagship pro-grade gaming keyboard, built with custom Hall-effect analog switches and a tournament-ready design developed in collaboration with several esports players and teams.
Based on what we've experienced so far, it might be the company's best analog keyboard to date. Not only from a hardware perspective, which includes actuation point adjustments in 0.05mm increments between 0.1 and 4mm, but also in the overall feel. With linear magnetic keyboards, impressive customization and gaming-first features like Rapid Trigger often come at the cost of typefeel, with acoustics and a feel that don't quite match what you get on a traditional magnetic board.
One of the big things we've noticed over the past year of keyboard releases is that this gap is closing, and fast. For the Logitech G PRO X2 RAPID Wired Gaming Keyboard, the acoustics and typefeel are not only up there for a Hall-effect analog gaming keyboard, but also for Logitech G gaming keyboards overall.
Logitech G PRO X3 SUPERSTRIKE Gaming Mouse officially arrives, here's what's changed over the X2
After months of rumors and leaks, including trailers and other promotional material, Logitech has officially announced the PRO X3 SUPERSTRIKE gaming mouse. It's the follow-up to the Logitech G PRO X2 SUPERSTRIKE, which launched at the beginning of this year, making it a rare revision for a flagship gaming peripheral to appear within a year of the original.
As with the first SUPERSTRIKE, the big news here is HITS, the name Logitech gives to its new Haptic Inductive Trigger System for the main switches. Like magnetic keyboard switches, this analog technology lets gamers dynamically adjust actuation levels and haptic feedback, with support for features like rapid trigger.
The X2 SUPERSTRIKE was the first time we'd seen this tech in a gaming mouse, and the new PRO X3 SUPERSTRIKE builds on that foundation. With HITS, input latency for PC gaming improves by up to 30ms, and the PRO X3 version makes several subtle design changes that make it a step forward.
Bethesda says it won't strip Obsidian's 'creative identity' as the two studios join forces
Xbox has restructured its business to find synergies within its studios. We've seen racing game studios Turn10 team up with Playground Games, and Bethesda is teaming up with Obsidian. On paper, the Fallout New Vegas studio will be under the organizational purview of Bethesda's publishing label.
Behind the scenes, though, not a whole lot is changing. According to a memo acquired by Aftermath, Bethesda has no plans to dispel Obsidian's magic; the studio's leadership teams will remain. The changes are "primarily a change in reporting structure," Bethesda president Jill Braff says in the memo. This is interesting because ZeniMax Media technically joined Microsoft under a limited-integration merger, which means Bethesda itself has a certain level of autonomy.
The Bethesda president affirms that Obsidian won't have its creative identity or creative strengths altered or shifted by management. Obsidian's current CEO, Feargus Urquhart, will stay on to lead Obsidian--the only change now is that Obsidian reports directly to Bethesda, instead of maybe someone like Xbox Game Studios lead Matt Booty.
Researchers found malware that lets AI models vote on how to attack you
Security researchers at Cisco Talos have documented what they describe as the first publicly known Windows malware to hand its tactical decisions to a panel of commercial AI models rather than a human operator. The malware, called CLOSEDQUORUM, queries up to four AI services, DeepSeek, Qwen, Mistral, and Google Gemini, and acts on whichever action receives the most votes.
The way the malware works is pretty straightforward. Each time it needs to decide what to do next on a compromised machine, it sends basic system information to the four models, along with a fixed menu of options: steal, inject, persist, or move. Each model votes; the majority choice wins, and the malware acts on it without any instruction from a human operator. It has its favourite too, and if two options tie, CLOSEDQUORUM defaults to DeepSeek first, then Qwen, then Mistral, then Gemini.
The steal option directs the malware to dump credentials from Windows memory, copy saved passwords from Chrome, Edge, and Firefox, and extract data from cryptocurrency wallets including MetaMask and Exodus. The inject option runs code inside another process using Early Bird APC injection or process hollowing. The persist option sets up three separate footholds: a Registry Run key, a scheduled task, and a WMI event subscription that restarts the malware every 60 seconds, all named to look like routine Windows Update activity.
AMD's next-gen RDNA 5 'AT2' GPU leak points to up to 25% faster performance than the Radeon RX 9070 XT
New specification details for AMD's next-generation RDNA 5 "AT2" GPU have emerged from Kepler_L2 on the Anandtech forums, a leaker with a strong track record on AMD's roadmap. In a September 23 post, Kepler_L2 shared the new AT2 specs, which appear to be a significant step up from AMD's current flagship, the Radeon RX 9070 XT. An earlier post from the same leaker also said AT2 will be the only new GPU AMD or NVIDIA will sell in 2027, with the rest of both companies' next-gen releases delayed to 2028.
Looking at the specs, AT2 is reportedly built with 70 compute units, six more than the RX 9070 XT's 64, a 9.375% increase on paper. Kepler_L2 also claims that RDNA 5 targets clock speeds between 3.1 and 3.4GHz, which would be 4.3% to 14.4% higher than the RX 9070 XT, depending on the exact bin. Together, those increases put AT2 somewhere between 14% and 25.1% faster than the RX 9070 XT, and that's before AMD's rumored architectural improvements to ray tracing and AI workloads are even considered.
Microsoft's new and upcoming "Project Helix" console is also rumored to use 68 of 70 available AT2 compute units, closely linking the hardware to next-gen Xbox consoles and AMD's PC lineup. Separately, other leakers have reported that AT2's AI rendering hardware could reach RTX 5080-class performance, though that comes from a different leaker, expanding on Kepler_L2's numbers, and remains unconfirmed by AMD.
Leaked TFLOPS numbers suggest Xbox Helix will outpower the PS6 by 40 percent
While gamers struggle to keep up with rising prices on current-gen consoles, details about next-gen hardware are already piling up on the other side. The latest comes from prominent AMD leaker KeplerL2.
Posting on NeoGAF, Kepler confirmed that the chips powering both the PlayStation 6 and Xbox Project Helix have taped out. Tape-out means the final chip design has been submitted to manufacturing, effectively locking in the hardware. At this stage, major specification changes are essentially off the table. Minor silicon revisions can still happen if testing surfaces bugs, but the overall architecture and capabilities are fixed.
Along with the tape-out confirmation, Kepler shared GPU compute estimates. The PS6 comes in at 40 TFLOPS and Xbox Helix at 56 TFLOPS, giving Microsoft a roughly 40% theoretical advantage on paper. For context, the PS5 sits at 10.28 TFLOPS, the PS5 Pro at 16.7, and the Xbox Series X at around 12. Previous rumours pointed to 80 TFLOPS of FP32 performance for the PS6 and RTX 5080-beating performance, but as we said before, that was likely a double count of RDNA 5's Dual Issue capability.
AFTERSHOCK's $14,200 Cherry Bloom gaming PC uses titanium flowers that bloom with heat
If you are one of the very few people left who are not affected by rising component prices and, in fact, want something even more expensive than a $10,000 RTX 5090, Aftershock PC might have just the thing.
Meet The Cherry Bloom, a $14,200 gaming PC with 70 handcrafted cherry blossoms made from heat-reactive titanium alloy that physically open as the system heats up during gaming and close again as it cools. No motors, no RGB tricks, no electricity powering the blooms. Just heat. AFTERSHOCK says all 70 flowers can open under load, while powering the system down returns the tree to its closed state.
The tree sits inside an APNX V2 chassis with 270-degree wrap-around glass, presumably so you can watch the flowers open rather than hide the whole spectacle under a desk. Under the sculpture, the hardware includes an AMD Ryzen 7 9800X3D, a Zotac GeForce RTX 5080, 64GB of DDR5-6000 memory, a 2TB PCIe Gen4 SSD, a 1300W Platinum power supply, and a custom open-loop liquid cooling system.
A new fan video shows GTA 6's Vice City is nearly twice the size of GTA 5's Los Santos
Map images alone make it hard to grasp how big Vice City in GTA 6 will actually be, but a new video shared on r/GTA6 by u/HawkGuy gives fans the clearest sense of scale yet. Instead of placing two maps side by side, the video overlays the outline of Los Santos onto a reconstructed version of Vice City, and the difference is striking. Vice City appears to swallow up the space Los Santos occupies.
Based on the shared video, Vice City's land area, excluding water, comes in at about 16.6 km², spanning roughly 4.07 km by 4.07 km. Los Santos in GTA 5, measured at the same scale, covers around 9.1 km², or about 3.02 km by 3.02 km. That makes Vice City's city footprint nearly twice the size of Los Santos on land area alone, before accounting for anything outside the city limits.
It is worth noting that the Vice City outline used in the video is not extracted from an official Rockstar map. It is based on the community-run GTA 6 Mapping project, so the actual proportions might look different once Rockstar's real in-game map is available. The video also compares only the two named cities directly, ignoring that GTA 6's full map extends far beyond Vice City alone, covering large parts of the fictional state of Leonida, just as GTA 5's map expanded into the rural expanse of Blaine County.
Quake Champions now paid, but previous players get free access
id today announced surprise changes to Quake Champions amid Xbox's new layoffs and restructuring plans.
Quake Champions has dropped its free-to-play status and is now being sold as a paid game on Steam. The pricing is pretty reasonable, with the online shooter listed at $9.99, and id has also removed all paid microtransactions from the game while unlocking all playable characters and cosmetics from the store.
Existing players are grandfathered into the free-ninety-nine price tag, meaning if you played Quake Champions F2P, you can still play this version for free. "We're transitioning Quake Champions from a free-to-play game to a paid title on Steam only. Good news to anyone who's played the game on Steam: you've already been automatically upgraded to this paid version for free!"
Continue reading: Quake Champions now paid, but previous players get free access (full post)
The Blood of Dawnwalker's upcoming October patch will add a new difficulty option and improve PC optimization
Rebel Wolves is preparing the first major post-launch patch for The Blood of Dawnwalker, and game director Konrad Tomaszkiewicz laid out much of what's coming in a chat with Eurogamer. The update is expected in early October, though there's no confirmed date yet.
The headline change is a new, easier difficulty tier. The current Story mode is getting renamed, likely to something like "Demanding," and a brand new Story setting will take its place as the easiest option in the game. That leaves five tiers total once it ships: Story, Demanding, Fair, Challenging, and Duelist. Tomaszkiewicz said the team heard from a lot of players who wanted an option focused purely on the narrative without the combat getting in the way.
Speaking of combat, that's getting tweaked too. Right now, stunning an enemy causes the camera to snap to a different target immediately, which players haven't been fond of. After the patch, that switch will only kick in after three consecutive hits. Escape mechanics are also being reworked, with a nav-mesh fix meant to make fleeing feel less clunky, and aggressive wildlife will be toned down so animals won't relentlessly chase players down.
Steam Remote Play gets new DIY Pyrowave codec made by one person for high-bandwidth low-latency game streaming
Steam has added a new codec to its Remote Play streaming feature that was made by a single person from scratch, aimed specifically at reducing latency for game streaming across two PCs on a local network. The new codec is called Pyrowave, and requires at least 100Mbps of bandwidth to operate through Steam's game streaming Remote Play feature.
Pyrowave reportedly uses five to ten times the amount of bandwidth other streaming codecs use, but runs with an "extremely low" end-to-end latency on a good network, using the GPU to encode/decode each frame. Exact performance numbers were not given, but it is very likely Pyrowave provides lower latency than AV1 and H.265, two codecs that Remote Play already supports. Pyrowave also supports YUV 4:4:4 and HDR, keeping its functionality on par with AV1 and H.265.
For perspective, typical recommended bitrates for AV1 encoding range from 4Mbps to 50Mbps for 1080p, 1440p, and 4K video encoding and decoding. But with Pyrowave, the minimum bitrate you can set in Steam is reportedly 100 Mbps, with a maximum bitrate of 500Mbps.
Modders get NVIDIA Smooth Motion running on RTX 30 GPUs without official support
Two community projects have unofficially brought NVIDIA's Smooth Motion frame-generation technology to GeForce RTX 30 GPUs. While NVIDIA officially supports Smooth Motion only on RTX 40- and RTX 50-series graphics cards, modders have shown that the driver-level technology can also run on RTX 30-series hardware.
NVIDIA Smooth Motion is a driver-level AI frame-interpolation technology that creates an additional frame between two rendered frames, making gameplay appear smoother.
Unlike DLSS Frame Generation, Smooth Motion can be applied to games without native frame-generation support. This is because it does not rely on game-engine-supplied motion vector data, making it work across a wider range of titles, including emulators.
New mythic achievement sounds and visuals outed by Xbox app
Xbox is getting its own platinum trophy equivalent, and it's called the mythic achievement.
Microsoft is entreating Xbox fans with more ecosystem milestones, this time in the form of updated achievements. The new mythic achievement will be unlocked when a player 100% masters a game, completes all of its achievements, and attains max gamerscore. This update will add a new dimension to "cheevo hunting," a longtime practice of racking up Xbox gamerscore.
The info was actually found via the Xbox app, and Microsoft hasn't revealed official details about the mythic achievement just yet. These systems are a way to keep players engaged in games and content in a tangible, quantifiable way that can be shared and celebrated within Xbox social circles. Microsoft's new approach with Xbox is to deepen relationships with fans by giving them what they want and paying close attention to feedback.
Continue reading: New mythic achievement sounds and visuals outed by Xbox app (full post)























