Halo Infinite Technical Test Is Not A Game Launch So Expect Hiccups Says 343 Industries

343 Industries wants fans to remember that the Halo Infinite technical test is, as the name implies, a technical test. This is not the same as a game launch, so there will be hiccups.

“As we are all eager and increasingly impatient, just a friendly PSA this is a technical test at a scale unlike anything we’ve done to date,” Halo community director Brian Jarrard wrote in a Twitter thread. “Driven by production. Not a game launch. Things are proceeding but there are many steps to navigate.”

Now Playing: Halo Infinite Multiplayer In-Depth Look | Xbox Games Showcase 2021

“Also a great scale test for our systems as we’ve seen Waypoint load dramatically increasing. Team has already been able to work out additional deployments but it’ll likely get bumpy when everyone slams the site for their messages, please bear with us.”

Jarrard also wrote that this technical test has been designed around US business hours, so folks who live outside of the US shouldn’t expect the same level of 24-hour monitoring associated with a game launch. 343 will primarily be working on the technical test within its business hours.

If you didn’t make it into the Halo Infinite technical test, don’t worry. 343 Industries released gameplay of a full Halo Infinite match running on Xbox One. Despite running on last generation hardware, the gameplay looks remarkably crisp.

Halo Infinite will launch for Xbox Series X|S, Xbox One, and PC this holiday season.

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Destiny 2 Season 15 Will Add Cross-Play

In a This Week At Bungie blog post, the studio laid out information about cross-play between Xbox, PlayStation, PC, and Stadia is coming to Destiny 2 in Season 15.

With Destiny 2 on so many platforms, you may be wondering what will happen to everyone’s name. Bungie will require all Destiny 2 players to create a “Bungie Name” that will stay the same across all platforms. These Bungie Names will consist of the player’s Bungie Name, display name, and numeric ID.

Now Playing: Destiny 2 – Official Season Of The Splicer Trailer

To make it easier for console friends to search for other players, Bungie will reduce the number of characters used in a Bungie Name. They addressed how some player names on Steam with extended character sets won’t be available. Also, all names will be moderated and filtered to prevent offensive terms. “It is possible that due to removing these characters, players will end up with empty names, or names that result in offensive terms,” Bungie explained. Unfortunately, if players are stuck with an empty or offensive name, they won’t be able to change it at launch and will have to wait a couple of months. Basically, think thrice before creating your Bungie Name.

Along with a Bungie Name, players will have a roster called Bungie Friends which will have all friends in one list. Players can filter their list based on platforms as well. You can even team up with cross-platform clan members. To add friends to Bungie Friends, players will have to search for their friends on their preferred platform and send friend requests. Another way is to search for friends via the Invite screen. Lastly, players can use Bungie’s friend finder site, which will launch when cross-play becomes available, to link their platforms and send Bungie Friend requests. For Fireteam requests, players can open the Roster tab in their menu and search for the players they want to team up with.

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Another thing to keep in mind is that voice chat will not be available between platforms when cross-play launches, but Bungie suggests that it will be fixed in an update after launch. Players will have to wait till the winter for text chat on consoles and text input with keyboards.

Bungie is aware of targeted harassment in the community. To keep the community safe, players will be able to block other players and access privacy settings through their Roster menu.

Bungie also addressed a question many fans have been asking: How will competitive PvP modes work? For matchmaking initially, PC players will only match with other PC players, and console players will match with other console and Stadia players. If there is a cross-platform Fireteam that includes a PC player, that Fireteam will be placed in the PC matchmaking pool.

Season 14 will end on August 24. Bungie’s The Witch Queen expansion reveal lands on August 24 as well.

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Bungie Issues Destiny 2 Hotfix 3.2.1.3 That Solves Horrific Dead Pupil Problem

Bungie issued a patch for Destiny 2, hotfix 3.2.1.3. There are a lot of general fixes here and there to different parts of the game, along with some specific ones with Raids.

In the Vault of Glass Raid, weapons drops have been removed from the loot pools of Master Vault of Glass encounters. The difficulty of Raids plays a part in this patch. During Master difficulty encounters, players are now guaranteed to receive stat-focused armor, and Master Vault of Glass loot lockouts have been separated from the Normal level one. Additionally, both Normal and Master difficulty level Vault of Glass Raids can now be looted independently each week.

Drops will now only be at players’ Pinnacle Power from the first weekly clear of each encounter. Bungie gave an example of this situation, clarifying that if a player completes Oracles on the Normal difficulty, it will provide a Pinnacle award. However, if you later decide to clear Oracles on Master difficulty during the same week, then your reward will be stat-focused armor but it won’t be at your Pinnacle Power. Any further completion of either encounter will award players with Spoils of Conquest. On Master, you’ll also earn Masterwork Materials.

As for general hotfixes, a fix was implemented for the Stasis finishers issue that caused a slight delay to weapon readiness relative to non-Stasis class finishers. A cosmetic error was also fixed where Boots of Emperor’s Agent wasn’t showing shaders correctly.

Lastly, the last noted fix involves the Ghoyster Shell that has cartoonish eyes. There was an issue where the Ghoyster Shell could have terrifying dead white pupils in certain environments.

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In other recent news, Destiny 2 will remove Synthstrand from the armor synthesis system in Season 15. Cross-Play between Xbox, PlayStation, PC, and Stadia will arrive in Season 15 as well.

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Scarlett Johansson Sues Disney Over Black Widow Contract Breach

Scarlett Johansson is suing Disney over a Black Widow contract breach after the movie was released day and date on Disney Plus. This is despite Johansson’s contract reportedly assuring her that the movie would be released exclusively in theaters.

This news comes by way of The Wall Street Journal, which reports a large part of Johansson’s salary was based on the movie’s box office performance in theaters. Because the movie was released to Disney Plus sources familiar with the lawsuit say the move to streaming cost Johansson more than $50 million.

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“Disney intentionally induced Marvel’s breach of the agreement, without justification, in order to prevent Ms. Johansson from realizing the full benefit of her bargain with Marvel,” the lawsuit reads.

Johansson’s complaint states that her representatives attempted to renegotiate her contract for Black Widow after learning that the movie would be released as a Premier Access movie on Disney Plus the same day it hits theaters. The suit claims that Disney and Marvel were “unresponsive” to these discussions, according to WSJ.

Even before the pandemic Johansson was reportedly already worried the movie would be released as a Premier Access title, and the actor sought assurances that the movie would have a traditional theatrical release.

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According to an email within the lawsuit, Marvel Chief Counsel Dave Galluzzi reportedly told Johansson’s representative that there would need to be discussions if plans changed “as the deal is based on a series of (very large) box office bonuses,” for Johansson.

Elsewhere in movie making, WarnerMedia renegotiated many of its contracts with actors for this very reason. It was previously reported that Warner Bros. paid more than $200 million to talent whose original contracts were based on box office performance but were changed to reflect day-and-date streaming deals.

Black Widow set a pandemic record with its $80 million domestic box office debut. It also made $60 million on Disney Plus. However, the movie quickly slumped at the box office, something that angered theater owners around the country.

Check out our thoughts on the movie in IGN’s Black Widow review and then read about how the movie set a COVID-19 pandemic record. Watch this video about how theater owners are furious with Disney after Black Widow’s box office slump after that.

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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

Fortnite: All Alien Artifact Locations for Week 8

New alien artifacts have landed in Fortnite Chapter 2, Season 7. Players have a week to collect each one before they disappear. Thankfully, our trusty guide below will show you where to find them all for week 8.

What Are Alien Artifacts in Fortnite?

In our Fortnite week 7 alien artifact guide, we explained that Fortnite’s alien artifacts are floating canisters that allow players to customize the new Battle Pass Kymera skin. They’ll unlock new color schemes, facial features, and more. A few artifacts spawn in different places on the island once a week, hence these guides.

Note that only one person can pick up each artifact per match. Because of this, each location is usually heavily contested.

All Fortnite Alien Artifact Locations for Week 8

Five more artifacts have been added to Fortnite’s map this week. Some are harder to collect than others; the artifacts near IO bases present a unique challenge where players must contend with their rivals as well as IO soldiers. Thankfully, all you have to do is touch an artifact to collect it.

  • Alien Artifact 1 – located south of Craggy Cliffs and just east of Pleasant Park
  • Alien Artifact 2 – located southwest of Boney Burbs
  • Alien Artifact 3 – located southeast of Corny Complex
  • Alien Artifact 4 – located just east of Slurpy Swamp
  • Alien Artifact 5 – located southwest of Catty Corner and east of Misty Meadows

Alien Artifact 1

The first alien artifact can be found to the south of Craggy Cliffs and east of Pleasant Park. It’s located under a large stone on a hillside amidst alienated/purple grass.

Alien Artifact 2

The second alien artifact is located southwest of Boney Burbs. You won’t have to go far. The artifact is in the middle of the purple-colored grass, near some trees and large stones.

Alien Artifact 3

The third alien artifact is located southwest of Dirty Docks and southwest of Corny Complex (basically, in the middle of these two locations) at an IO base. To find it, look under the helipad that’s connected to the large satellite building.

Alien Artifact 4

The fourth alien artifact can be found just east of Slurpy Swamp. It’s located in a large warehouse near the mouth of a river. Just follow the road leading away from Slurpy Swamp in that direction. The artifact will be inside the warehouse, suspended over a large turbine.

Alien Artifact 5

The fifth and last alien artifact is located south of Catty Corner. Follow the river until you get to a small wooden bridge. Your prize will be sitting underneath the southern side of the bridge.

And that’s it for Week 8’s Alien Artifacts. Be sure to check back here for more Fortnite Chapter 2, Season 7 guides!

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Kenneth Seward Jr. is a freelance writer, editor, and illustrator who covers games, movies, and more. Follow him @kennyufg and on Twitch.

Marvel’s Avengers War for Wakanda Release Date Announced

Marvel’s Avengers’ War for Wakanda expansion starring Black Panther will be released on August 17 as a free update to all owners of the base game.

Alongside adding Black Panther as the third new playable Super Hero, War for Wakanda will feature a new story, two new villains, a brand-new environment to explore, new enemies, the Birnin Zana Outpost, new solo or multiplayer Drop Zone and Threat Sector missions, and much more.

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Developer Crystal Dynamics will be sharing much more about the War for Wakanda expansion during a brand-new Marvel’s Avengers War Table presentation that will premiere on Monday, August 16 at 10am PT/1pm ET/6pm BST on Twitch.TV/CrystalDynamics.

The War for Wakanda experience revolves around King T’Challa/Black Panther, who is the devoted protector and current ruler of Wakanda. Furthermore, God of War’s Kratos voice actor Christopher Judge will be lending his voice to this version of Black Panther.

Throughout the story, which will bring the total single-player campaign content length of Marvel’s Avengers to 25 hours, players will get to explore the lush jungles of Wakanda and go to a new Outpost which is the Royal Palace that overlooks Birnin Zana. This Outpost, which is also known as “The Golden City” contains Shuri’s laboratory, Zawavari’s chambers, and the Wakandan War Room.

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War for Wakanda takes place five years after Marvel’s Avengers’ A-Day event and will see Wakanda’s struggle in whether or not to join the fight following A.I.M. and MODOK hiring Ulysses Klaw to procure Vibranium.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Doctor Strange 2 Rumored to Feature Marvel Sea Monster Gargantos

A cast listing for Doctor Strange in the Multiverse of Madness indicates that Gargantos might be making an appearance in the MCU sequel.

CBR spotted the name of the Marvel Comics sea monster on Yenifer Molina’s profile on the professional networking site Mandy, where Sam Raimi’s Doctor Strange sequel is listed in the credits section of the page. The role assigned to Molina is labelled “Gargantos Fight 2,” which seemingly teases a Gargantos grapple of some kind working its way into the movie.

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The tentacled terror first appeared in Marvel’s Sub-Mariner #13 in 1969. The issue, written by Roy Thomas and Marie Severin, saw the Lemurian emperor Naga unleash Gargantos in a battle against Namor the Sub-Mariner. Gargantos was featured in the comics again, two decades later, making a splash on the pages of X-Factor Annual #4.

No official word on Gargantos potential role in Doctor Strange 2 has been disclosed beyond the brief listing on Molina’s profile. Her other credits include playing an office worker in Pokémon Detective Pikachu and appearing as a waitress in Tom and Jerry, which may suggest that she will only have a small part in whatever the “Gargantos Fight 2” is.

Who or what Gargantos might be fighting also remains to be seen, though possible contenders include Benedict Cumberbatch’s Sorcerer Supreme and Elizabeth Olsen’s Scarlet Witch, together with Benedict Wong, Rachel McAdams, and Chiwetel Ejiofor — who are all reprising their roles from 2016’s Doctor Strange.

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Xochitl Gomez will also be joining them, portraying America Chavez, a new fan-favorite from the comics who possesses the power to create portals through the multiverse. Fans were given the first glimpse at Gomez’ America Chavez on a piece of official art for Doctor Strange in the Multiverse of Madness, drawn in the classic style of old-school Marvel comics.

For more on the Doctor Strange sequel and its multiverse concept, read our theories about which other characters and worlds may appear in the movie.

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Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Icarus First Hands-On: DayZ Creator’s Latest Brings Attention to Detail to Survival Games

A realization hit me while playing a pre-release build of Icarus, the new survival game from Rocketwerkz and DayZ creator Dean Hall: it’s been a while since I felt like a survival game was actually about surviving. For me, the staples of rugged outdoor living were all there in Icarus, layered over the strange mystery of the unsuccessfully terraformed world that makes up its sci-fi setting.

Icarus plants you on the surface of a new world without much more than your wits and a sealed suit. Each Prospect (the name for a discrete session) of Icarus is real-world time limited, from days to weeks, and before the Prospect is over you have to make it back to your drop pod or your character and all their stuff is done for. Finding food, water, and oxygen to survive is up to you, as is shelter from the deadly storms that rack the surface. The only thing going for you is your drop pod: It brings you down and it’ll take you back up to orbit—along with your inventory—when you’re done.

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Naturally, the first thing I did when arriving on Icarus was almost kill my only ally. I’d just sat down with the game and joined a new drop with Hall. Loading in, I was greeted by the roaring engine of my drop pod descending, and as it clunked to the ground I heard him laughing over voice chat. “Yep… you… hit me,” he said. “I was too close to the drop ship, I’m nearly dead.”

Hall set out to find some berries so he can get a bit of health back while I find my bearings. We spend a bit doing basic survival game stuff: Find rocks, find wood, make primitive tools. It’s all pretty familiar, but it’s also high-fidelity compared to past games. “We wanted to start you out in what was very familiar,” said Hall, “I think that’s sort of the secret sauce for a survival game, to take you from the familiar to the unfamiliar.”

I was impressed, frankly, because it looked good even on the older graphics card I was running for this demo, a GeForce GTX 1070 Ti. 

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Not everything was too normal. I found some bluish minerals, high in oxygen content, which had to be burnt to release the gas and refill my tanks. Hall shows me how to learn new recipes and how to spend my talent points, all gained as I level up, to unlock the survival essentials. The blueprint points get you new stuff to build, while the talent points get you nice perks: more stamina, more health, faster movement. Or more esoteric things.

My favorite? “Running with a knife,” which makes you faster with a knife out.

I liked that about Icarus a lot: It had a good clip. I was consistently unlocking new blueprint points, new talents, and doing new things. There were always a few things I had unlocked but hadn’t experimented with yet.

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I’ve played quite a bit of Rockwerkz’ Stationeers, which they’ve been iterating on in Early Access for about four years now. Stationeers focuses on the minutiae of survival, the hard technical specs, but Icarus was more about the general shape of surviving. Nonetheless, the attention to detail made it feel good: You had to stalk animals, and aim carefully, to take them out before they could run. Cooking around a hot fire on an already hot day made heat exhaustion worse. It even had my most-disliked part of hunting: Carrying a dead deer somewhere better than wherever it fell.

The details weren’t just in survival, but in construction and crafting too. Falling trees were dangerous things, taking down other trees and battering structures. Building a simple lean-to for shelter was easy, but building a more elaborate cabin required foundation work, framing, and a whole grove of trees. I needed that bigger cabin, I quickly realized, so that I’d have space for all the tools and workbenches for herbalism, cooking, smelting, metalworking, and more. 

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That’s what ate up my attention, happily, as the alpine landscape of Icarus’ first biome was so lovely I was ready to move in and after figuring out some quirks the building system was robust enough to make me really delight in crafting a home.

Hall was laser-focused on another reason to build a cabin, however: Storms. The surface of Icarus isn’t just generally inhospitable to human life, but is wracked by persistent extreme weather events. The first one that hit really jarred me, knocking holes in our small shelter and requiring us to scramble to keep it repaired and standing. I dealt with a lot more storms while playing Icarus, but they never quite got routine. There was always something new, like once when a pack of wolves decided to break into my cabin as lightning struck outside, or when one hit while I was mid-renovation and I scrambled to cover the holes in the roof.

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I didn’t see it happen, but Hall told me that lightning can strike wildfires. I set one off myself using flaming arrows and watched it burn the trees on a nearby island to the ground.

Knowing that your equipment and structures were at the whim of violent nature was scary, and it added to the sense of everything I was doing being temporary. High winds and heavy storms knocked holes in my cabins regularly. I eventually gave up on keeping the fishing pier I’d made repaired. The drop we were in was only two days: Nothing needed to be very permanent. We were here to explore and prospect for valuables, not to settle. I felt torn, though, because I was enjoying building so much—but anywhere else I went would need a shelter as well.

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Nonetheless, I knew I wouldn’t survive long without good equipment and the ability to carry water with me. Getting to the point where I could make metal tools didn’t take too much work, which is something I appreciated and that Hall was clear on the design philosophy of. He didn’t figure that players should spend too much time on the initial tech stages because the game was ultimately about setting up a base to prospect for rare minerals. These early levels—I made it up past level 20 in the time I had—were about learning the survival systems and the purpose of different survival methods, not the point of the whole game.   

I didn’t just need shelter and protection from storms, but from wildlife. Packs of wolves roamed the mountains, hunting the same deer I was hunting, and would come near my settlement fairly often. After I had an iron spear, a longbow, and a metal canteen—my leather waterskin was a bit leaky—I felt safe further from home. Setting off deeper into the mountains I spotted a bear from a distance and managed to take it out with a stealthy arrow shot to the face.

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The second time I wasn’t so lucky. I’d recently set off from my cabin to another location I’d marked as suitable for building, near the pass into a higher tundra biome and about halfway to the lower, sprawling desert lands. As I picked berries I heard a sort of roaring noise—and then there was a bear, right in my face, and then I was dead. I could have revived with the help of another player, but instead I spawned back near my initial drop pod. 

I eventually evaded the bears and wolves long enough to find a fairly safe new build location, quickly setting up a new cabin and then spending the next day stocking it with food and necessities—a new crafting bench, for example, so I could repair my metal gear. 

From there, wearing highly insulated new fur armor, I headed up into the cold mountains. Up there, I’d have to melt ice for drinking water and wood to burn for cooking was scarce. Further, flat surfaces accumulated snow, and a house without a peaked roof could collapse under the weight.

None of that mattered, really: Half a day’s trek into the high arctic I saw a polar bear. Naturally, I had to fight the polar bear—one arrow wasn’t enough, even from stealth, even to the head, but I managed to take it down at the last second with a spear thrust. I was setting about getting my knife to skin it when a pack of wolves showed up. I started retreating, but then another bear showed up very angry that I’d killed its friend. Back to the drop pod it was. 

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Exploring further, I started to see the kinds of irregularities that Hall had hinted at. The exotic matter materials present on Icarus caused the terraforming to fail, and it’s those exotics that you’re here to get—but those exotics have had effects on the earth life transplanted here. After a long trek out of the mountains, which took me about 45 minutes, I descended into a series of low canyons with savannah grasses, scrubby bushes, and low palm trees clustered around tiny pools of water. 

Towering elephants were a surprise to me, roaming in small groups of two or three and utterly unconcerned with a tiny person. Another surprise was a lioness that tried to sneak up on me, but took a good spear to the head and went down. All of this was pretty regular until I looked closer: The odd-looking red goats that lived there didn’t quite correspond to any specific earth life. There were also small, scurrying things between lizard and rabbit—definitely native life rather than an Earth import. Trekking further through the desert, another half hour, I saw more trees and evergreen forests. As I approached, I saw something move, like one of the wolves I’d seen before, but it seemed bigger. Afraid to lose what I’d found on my journey so far I turned back into the desert and set about finding materials for a shelter. That wasn’t to be: While mining rocks on a cliffside I was ambushed by a pair of lions and killed.

At that point I realized I’d lost track of the time. Four minutes left in the drop. There was no hope of making it back to the drop pod, and my character was doomed to be lost forever. From my experience, Icarus will be a game for explorers and builders, intrepid crews of cooperative PvE pioneers. I’m excited to see what’s in store when it launches on August 11th.

Valve Says Steam Deck Is Future Proof, But Could Add New Generations

Valve is confident that its Steam Deck portable PC is future proof, despite its compact size and modest hardware specifications. However, the developer is not against the idea of creating future generations of Steam Deck hardware, and even hopes other companies will get involved.

Talking to IGN, developer Pierre-Loup Griffais said that things are looking “pretty good” for Steam Deck in regards to future proofing. “Everything that’s been coming out this year [that we’ve tried] has been running without issues,” he said. “I think this is largely a factor of industry trends. If people are still valuing high frame rates and high resolutions on different platforms, I think that content will scale down to our 800p, 30Hz target really well. If people start heavily favoring image quality, then we might be in a position where we might have trade offs, but we haven’t really seen that yet.”

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While the Steam Deck’s hardware is roughly comparable to a last-generation console, Valve notes that the device uses the latest generation AMD hardware for its CPU and GPU, which is a “big factor” in its performance. In addition, the Steam Deck also uses brand new memory hardware. “We’re using the LPDDR5, which is brand new to the industry,” said hardware engineer Yazan Aldehayyat, talking about the device’s RAM. “I think we might actually be one of the first products to showcase this new memory technology. So in that sense, that gives a lot of future proofing.”

Because of the AMD RDNA 2 graphics hardware being used, the Steam Deck is technically capable of ray tracing. Currently ray tracing is targeted by games with high-end graphics, but Griffais believes there will be a time when the lighting system comes within the range of the Steam Decks capabilities. “I think there’ll come a time where we can enable that feature and see what we get,” he said.

One new technology that is already working on the Steam Deck is AMD’s FidelityFX super sampling, which helps achieve higher frame rates through the use of upscaled images. “We’ve actually been working pretty closely with AMD on testing FSR, and giving them feedback throughout the development process,” said Griffais. “As you’ve seen, we’ve released a Dota 2 update that supports FSR. All these games that support FSR just work on this device, and FSR kicks in just the way you’d expect.”

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While the Steam Deck may have enough going on inside it to keep it relevant into the future, no hardware can remain current forever. With that in mind, Valve is thinking about how it can evolve and iterate on this first model.

“We look at this as just a new category of device in the PC space,” said Steam Deck designer Greg Coomer. “And assuming that customers agree with us that this is a good idea, we expect not only to follow up in the future with more iterations ourselves, but also for other manufacturers to want to participate in the space.”

“We want to make sure people know that the SteamOS 3 is available free, for any manufacturer that wants to make a similar product,” said designer Lawrence Yang. Similar to Valve’s past idea for Steam Machines, we could see a future where Steam Decks from multiple manufacturers exist in the world.

For more on Valve’s handheld, check out all of our new and exclusive Steam Deck info, how its operating system bridges the gap between console and PC, our hands-on, and how it compares to a Nintendo Switch.

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Matt Purslow is IGN’s UK News and Entertainment Writer.

Fortnite to Hold Three-Day Concert Featuring “Record-Breaking Superstar” This August

Epic Games has confirmed that the next Fortnite event will be a three-day music festival known as the Rift Tour.

Epic Games announced the tour on its official website. Fortnite’s Rift Tour will apparently take players on a “musical journey into magical new realities” when it launches on August 6.

The game is set to feature five shows over three days, and will feature another “record-breaking superstar”. Last year, Fortnite featured a Travis Scott concert experience, and it sounds like Rift Tour is attempting to one-up that event.

Fans can access an in-game Rift Tour tab which allows them to register interest in the event and schedule the showtimes that they plan to attend. As well as clearly marking showtimes in the Rift Tour tab, Epic Games has said that it recommends fans arrive in Fortnite 60 minutes prior to showtime. Rift Tour playlists should then be live and accessible 30 minutes before each show.

Beginning today, players interested in the event can begin to unlock rewards for the first round of Rift Tour quests, including a Cosmic Cuddles loading screen, Rift-sterpiece Spray, and Cloud Kitty emoticon. Despite the new questlines, it currently seems as though the Rift Tour will be separate to the current Fortnite season, which remains UFO-themed. Epic Games says that it will share more details about the tour on August 2.

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If three-day music festivals aren’t your thing, maybe Epic Games can tempt you with a Ferrari? Yes, that’s right, I said Ferrari. Epic Games recently announced that it has partnered with the legendary Italian car company to bring drivable Ferrari’s to the game. Alongside driveable Ferrari’s the game also added an Inflate-A-Bull challenge that allows players to bounce around the map in a cow suit – it’s all udderly bonkers if you ask me!

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Jared Moore is a freelance writer for IGN. You can follow him on Twitter.