Highly anticipated: As the unveiling of consumer Blackwells draws near, clear images of Nvidia's next-generation graphics cards are beginning to materialize. The new lineup's flagship product will undoubtedly set new performance benchmarks, but the latest information suggests that it will also use one of the biggest chips in Nvidia's history.
Trusted leaker "MEGAsizeGPU" recently claimed that Nvidia's upcoming GB202 graphics processor, which will power the GeForce RTX 5090, uses a 24mm x 31mm die. If the report is accurate, it might support earlier rumors claiming the graphics card will retail for nearly $2,000.
A 744mm² die would make the GB202 22 percent larger than the RTX 4090's 619mm² AD102 GPU. It would also be the company's largest die since the TU102, which measured 754mm² and served as the core of the RTX 2080 Ti, released in 2018.
Eat_my_yarmulke is on a quest to complete the easy treasure trail collection log (OSRS lets players track the drops they get from the game's various activities via logs, which turn green when completed), but they're also operating under multiple self-imposed restrictions. For one thing, they're playing on Ironman Mode, which means they can't do things like trade with other players. Second, they're skilling, meaning they're deliberately keeping their combat level at its lowest possible rank.
So, that means they can't get clue scrolls from other players or from fighting NPCs. They have to restrict themselves to pickpocketing roaming NPC fascists. Even worse, they can't actually complete all the clue scrolls they pick up: some of them might have requirements like "Wear steel armour" that are beyond anyone deliberately keeping their defence stat low.
The cynical among you might be tempted to accuse our poor player of automating some of this hard work, but it's a claim they brush off on Reddit. In response to a player asking "how much the script cost," eat_my_yarmulke responded "First of all, rude. Secondly my Razer Naga Trinity was like 60 bucks at best buy and has held up very well to all the clicking, would recommend," and told another that "The pickpocketing itself would only take like a hundred hours but with completing the clues it's around a thousand for me."
Celebrity streamer insists that "I didn't do anything wrong"
Deadrop developers Midnight Society have "terminated" their relationship with studio co-founder and celebrity streamer Herschel "Guy" Beahm, aka "Dr Disrespect", over fresh allegations about the reasons for his infamous Twitch ban in 2020.
At the time of the ban, which came just a few months after Beahm and Twitch announced a two-year exclusivity contract, Twitch commented only that Beahm had been jettisoned for acting "in violation of our Community Guidelines". Beahm himself described the move as "a total shock" in a later conversation with the Washington Post. In August 2021, he took Twitch to court over the ban, but the dispute was eventually settled with neither party admitting any wrongdoing.
Last week, however, former Twitch strategic partnerships account director Cody Conners alleged in a Xitter post that an unnamed person "got banned because [he] got caught sexting a minor in the then existing Twitch Whispers product. He was trying to meet up with her at TwitchCon. The powers that be could read in plain text. Case closed, gang." (Twitch Whispers is a now-retired private 1-to-1 messaging service.) According to two anonymous former Twitch employees cited by the Verge in a subsequent investigation - one of whom worked on Twitch's trust and safety team at the time of the ban - the unnamed person in question was Beahm.
Beahm hasn't yet addressed these latest claims about his behaviour, beyond tweeting last week that "Listen, I'm obviously tied to legal obligations from the settlement with Twitch but I just need to say what I can say since this is the fucking internet. I didn't do anything wrong, all this has been probed and settled, nothing illegal, no wrongdoing was found, and I was paid."
During today’s Ubisoft Summer Game Fest showcase, the publisher took a moment to acknowledge that, yes, its long-in-development and oft-delayed Prince of Persia: Sands of Time remake is still being made. But if you wanted to play it soon...bad news. It won’t be out until sometime in 2026.
Here’s the super-short teaser that debuted during the UbiForward 2024 event. It reveals basically nothing but a 2026 date:
The original Prince of Persia: Sands of Time launched in 2003 and was a big hit, leading to a full trilogy of sequels. In September 2020, Ubisoft announced its plans to remake the popular third-person action-platformer and the plan was for it to arrive in 2021.
However, in December 2020 the game got delayed. Then it got delayed indefinitely in February 2021. Then in May 2022, Ubisoft announced that Ubisoft Montreal—the OG studio behind the original Sands of Time trilogy—was taking over the troubled project. At the time it sounded like the studio was building off what came before. But that wasn’t the case as we learned in May 2023.
Now, here we are in 2024 and Ubisoft has a new, very short teaser confirming the game is still being developed. During the event, Ubisoft confirmed that time-bending powers and action would be a core part of this upcoming project. Th teaser looks good and seems to have similar vibes as Sands of Time. Which is nice, I guess.
Today, during IGN Live, we got our first real look at the Borderlands movie, and folks, I’m not sure this is going to be very good.
Based on the popular looter shooters developed by Gearbox and published by 2K Games, Borderlands was first announced all the way back in 2020. The movie is being directed by Eli Roth and has been in production hell for years now. But finally, our long national nightmare is almost over as Borderlands arrives in theaters on August 9. Sadly, I’m not sure its going to be worth the wait based on a scene released earlier today during IGN Live’s Day 1 showcase.
In the new scene, we see Roland (Kevin Hart), Lilith (Cate Blanchett), Tiny Tina (Ariana Greenblatt), Kireg (Florian Munteanu), and Claptrap (voice by Jack Black) in a dark underground facility filled with boxes and not many lights. It’s hard to see what’s happening.
This is supposed to be an action-packed sequence from a major motion picture, but it feels more like a pre-recorded skit from a so-so episode of Saturday Night Live. Enemies get shot and just fall down with no blood or gore, characters move around slowly even though this is meant to be a fast-paced sequence, and all of this is done to generic music that you’ll forget about the moment the scene ends.
Anyone who played Suicide Squad: Kill the Justice League could probably guess that something went terribly wrong during development. Bloomberg now reports that the multiplayer bomb from a studio beloved for its single-player Batman: Arkham games was plagued by several issues leading up to its repeatedly delayed launch.
According to Bloomberg, there wasn’t a single cause of Suicide Squad’s failure. Instead, the Rocksteady Studios project was hurt by an unclear and shifting creative vision, an ill-fated pivot to a completely new genre, and the “perfectionism” of former creative director Sefton Hill, who left the team prior to release to head up a brand new studio that’s reportedly working on a blockbuster for Microsoft.
Staff told Bloomberg that Hill often created a bottleneck during development, with people waiting a week or longer for him to sign off on individual elements of the open-world shooter. At one point he apparently had the idea to introduce an in-depth vehicle customization aspect to the game, balked at by others on the team since it would seemingly undermine Suicide Squad’s emphasis on its anti-heroes’ own individual traversal abilities. The game does still have (very bad) vehicle missions in it, which might be a remnant of that earlier vision.
Things aren’t looking good for me. I’m a few levels into Selaco, a new FPS out now on Steam, and I’m stuck behind a bar as a group of sci-fi soldiers unload their rifles and shotguns into my hiding spot. I’m also low on health. So yeah, a bad spot to be in. I take a deep breath and try something.
As smoothly as I can I slide out from behind the bar, toss an ice grenade toward the enemies, and then dash behind a wall. A moment later a boom happens and my foes are frozen. I spot a nearby propane tank, pick it up, and chuck it at them. A second later I shoot it and watch them blow up. On my screen, a notification lets me know I’ve killed enough of these bastards to unlock a new milestone and earned some new crafting materials to make my assault rifle even better. Sweet!
I then remember that the game I’m playing—that lets me do all this and more was built using a modified version of the ancient Doom engine and giggle. This kind of thing happens a lot in Selaco, a game that rarely feels like it’s built on old bones and dated tech, but instead feels like a polished and modern shooter with some slick retro visuals. What’s most surprising about Selaco isn’t that it’s developed in GZDoom, but that it might be one of the best shooters I’ve played in years.
The woke Chaineez perpegeenda!