UK Daily Deals: Battlefield 2042 Preorders Live, Here’s How to Get Early Beta Access

Battlefield 2042 has finally been revealed, releasing on October 22, 2021, and it’s now available to preorder in the UK. There’s plenty of reasons to preorder the new explosive shooter, but one of the main drives will definitely be that early access to the Open Beta.

There won’t be any free PS4 to PS5 (or Xbox One to Series X) upgrades for Battlefield 2042, so make sure you’re selecting the correct version when you preorder. At a glance, GAME will look like the cheapest physical preorders, but this isn’t the case when you take into account delivery (which is £5 for anything at GAME). Amazon will be the chosen retailer for many preordering, as there aren’t any additional charges for Prime members.

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Cheapest Battlefield 2042 Preorders for PS5 and Xbox Series X

£70 is a lot for a new game, especially a third-party title, unlike Ratchet & Clank for PS5 which is also £70. If you’re looking to save a little, Xbox players will have a small advantage if they don’t mind a digital preorder, as Game Pass Ultimate members can get the Series X/S version for £62.99, or the Xbox One version for £53.99.

ShopTo has also got Battlefield 2042 on PC for £42.85 right now, and The Game Collection also has preorders for £57.95 for PS5 and Xbox Series X. All preorders will grant early access to the open beta this year.

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Best Early Prime Day Deals: £10 Free Amazon Credit

Amazon Prime Day isn’t too far away (June 21-22), but there’s already a decent selection of deals to check out right now. Right now, Prime members can pick up 4-months of Amazon Music Unlimited, 3-months of Kindle Unlimited, and Battlefield 4, for free. That’s an outstanding start to the summer deal season. Not only that but you can also now get free £10 in Amazon credit when you spend £10 with small businesses. This is basically a free purchase, and an outstanding way to support any small business.

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FitTrack Dara – Smart Body BMI Scale down to £39.20 with SUMMER20

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The Legend of Zelda: Skyward Sword HD + SteelBook Preorders Live

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Robert Anderson is a Commerce Editor and deals expert for IGN. Send him awesome gaming screenshots @robertliam21 on Twitter.

Fortnite Championship All-Star Showdown Features $3 Million In Prizes

The Fortnite Championship Series (FNCS) is coming back this month with brand-new ways to compete. Included in the new FNCS All-Star Showdown is the addition of player-created Creative maps for the first time ever in the Fortnite competitive arena, plus $3 million in winnings. Here’s all you need to know about the FNCS All-Star Showdown.

FNCS Hype Days

The FNCS All-Star Showdown kicks off this weekend, on June 11, and stretches nearly to the end of the month with a slew of festivities and competitions to watch–or for some, to play. Hype Days act as the opening ceremonies for the weeks-long event and will feature some of Fortnite’s most popular creators hosting their own challenges and tournaments for the community at large. Hype Days run through June 13.

Solo All-Star Play-in

Beginning on June 18, players who want to compete in the FNCS can take part in the Solo All-Star Play-In round. All players in the Champion League will have a chance to earn a spot in the final tournament, with four rounds of play unfolding over the course of the weekend of the 18th, eventually seeing 100 players from each region move on to the All-Star Solo Championship, joining a roster of the best Fortnite players in the world who have previously qualified for the esports tournament.

Skills Challenges

You've heard of punt, pass, and kick. How about build, edit, and shoot?
You’ve heard of punt, pass, and kick. How about build, edit, and shoot?

Before the final championship rounds are played, the Fortnite community will come together for what you might call its version of a Home Run Derby. A skills competition featuring some of the community’s best builders, most precise shooters, and fastest editors will keep fans engaged between June 23 and 24. Each of the bracket-style tournaments will feature community-built Creative maps for the first time ever in Fortnite Competitive modes, with maps custom-built for the FNCS by players ImmatureGamer, Enigma, and Dummblond.

Play For Keeps

On June 25, after the conclusion of the Skills Challenges, Epic will inadvertently taunt some players with the no-build mode they’ve been asking for, but it will be limited to the FNCS Play For Keeps event. Teams of three will compete to safeguard a llama to earn points and send the competition alpacking (sorry).

The Skills Competitions and Play For Keeps Creative maps can also be played by anyone in a community while they’re live using the following Creative codes:

  • June 23 — Blueprint Bonanza: 3840-8537-4348
  • June 24 — High Tier: 3947-8128-3885 / Bullseye Bonanza: 9420-6335-1309
  • June 25 — Play for Keeps: 5892-6942-6261

While the above brackets offer cash prizes to a limited pool of players, anyone can jump into the All-Star Trickshot map (Creative Code: 5332-3250-5319) to wow their friends and followers with their own dazzling trickshots.

FNCS All-Star Solo Championship

The FNCS finale will air on June 26.
The FNCS finale will air on June 26.

On June 26, the grand finale of the two-week event, the FNCS All-Star Solo Championship will be streamed live on Twitch for the entire Fortnite universe. Featuring six rounds of play, the format will mostly follow that of previous Solo Cups, with one new twist: The player with the most eliminations at the end of each match will receive an additional bonus prize varying between $113-$1,020 depending on the region.

At the end of the sixth and final match, the player with the most points will be crowned FNCS All-Star Solo champion and take home their share of the prize pool. if you’re new to FNCS, check the official website for a full scoring breakdown and rules.

Of course, Fortnite competitive play isn’t for everyone. Some of us just want to find Alien Artifacts, learn the Season 7 map changes, or chase the Week 1 challenges, and that’s fine too. Who needs $3 million anyway?

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Xbox’s Phil Spencer Doesn’t Seem To Like PlayStation’s PC Release Strategy

In a press briefing, head of Xbox Phil Spencer chastised other companies for their approach to bringing console games to PC. Although he never mentioned Sony or PlayStation by name, they seem to have been at least one target, as, according to VGC, Spencer was critical of charging players twice to play games on multiple platforms.

“So right now, we are the only platform shipping games on console, PC and cloud simultaneously,” Spencer said. “Others bring console games to PC years later, not only making people buy their hardware up front, but then charging them a second time to play on PC.”

“And of course, all of our games are in our subscription service day one, full cross-platform included,” continued Spencer.

Even though Spencer didn’t name any companies specifically, it’s unusual to see him criticize others in the game industry. He has a long history of speaking out against console wars, and often praises competition, as he did this week in congratulating Insomniac Games on the reception of Ratchet & Clank: Rift apart.

Games from first-party Xbox developers have been released on both PC and consoles at the same time for a while now. That initiative has been further bolstered by Game Pass, which lets users play the same game across their console, PC, and mobile devices. Microsoft also recently announced that it was doubling down on streaming services with Xbox-branded streaming devices. The company plans to release one new game every three months, each of which would be added to the Game Pass catalog.

In terms of PC ports of PlayStation games, Sony’s first, Horizon Zero Dawn, came three years after the game’s initial release. Days Gone recently made the trip over to PC as well, just over two years after it first came out.

Sony isn’t likely to be pressured into changing its PC release habits either. In a recent interview posted to the PlayStation Blog, PlayStation Studios head Hermen Hulst said, “I want to emphasize that PlayStation will remain the best place to play our PlayStation Studios titles at launch. But we do value PC gamers, and we’ll continue to look at the right times to launch each game… Releasing games on PC will not come ever at the expense of building an exciting lineup of great console games.”

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Fortnite Living Loot Llamas: How To Catch New Fortnite Llamas

Loot Llamas have come to life in Fortnite Season 7, making their massive resource caches a bit tougher to obtain, but with some guidance, you’ll be chasing them down like scenes from a nature documentary. Here’s what you need to know about new Living Loot Llamas.

How To Catch Living Loot Llamas

Loot Llamas are on the move in Fortnite Season 7.
Loot Llamas are on the move in Fortnite Season 7.

Coming upon a Loot Llama in Fortnite is always a momentous occasion due to its rarity and its plentiful loot inside. In past seasons, you’d merely have to approach a Loot Llama and interact with it for a few seconds. The only risk was leaving yourself exposed to enemy fire for a brief moment. The Llama itself was a stationary piñata. But that’s not the case in Fortnite Season 7. Now you’ll need to chase them, because as soon as you get close, they will take off running.

Fortunately, these new Living Loot Llamas drop loot every few feet as they dash away, so if you’re satisfied with what they’ve already, uh, let’s say deposited, you can end your pursuit there, but it benefits you greatly to chase them down further. Loot Llamas have a lot of HP, so you’ll want to pour into it with whatever you’ve got for weapons. Similar to sharks, it’s going to take a few clips–and ideally some teamwork–to bust the Loot Llama open.

One trick you can use to make it a bit easier is to run the Llama over with a vehicle. It will do a bit of damage right away, but more helpful than that, it will stun the Llama for a few seconds, letting you get in close or at least not have to shoot at a moving target.

I really want to Chug Jug with you.
I really want to Chug Jug with you.

Once you’ve finally eliminated the Living Loot Llama, a bundle of loot will explode out of it just like the classic Loot Llamas. Included in the loot seems to be a guaranteed Chug Cannon, as every Loot Llama we’ve defeated so far in Season 7 has dropped one.

Similar to the Bandage Bazooka, the Chug Cannon lets players shoot healing bursts of Slurp Juice, which can heal both your health and shields to their limits. It operates on a cooldown timer and takes up two inventory slots to keep it balanced, because it’s really a great item to have, especially in team play where you can fire it at allies from a distance and heal them immediately.

There’s no one particular spot you can reliably find Loot Llamas, as their appearance on the map in any given round seems totally random. But when you come upon one, just remember to work as a team to take its HP down to 0 and give it a good bonk with your car or truck (or UFO) if you’re able to. Then, like any piñata at a child’s birthday party, make a mad dash for the goodies inside once it’s exploded.

We’ve got plenty more to help you with Fortnite Season 7, including a Superman primer, the full list of Week 1 challenges, and an explainer on the new Alien Artifacts.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

This Xbox Series S Portable Screen Will Let You Play Almost Anywhere

The Xbox Series S is a tiny console, and if you want to take advantage of its small size with some added portability, then the xScreen peripheral might be just what you need. Launching on Kickstarter soon, the device gives you a 1080p display and integrated stereo speakers to keep your games looking and sounding sharp while you’re on the go.

Launching at an MSRP of $250 (via VGC) but available for a lower price if you back the Kickstarter, the xScreen attaches directly to the sides of the Xbox Series S system and features passthrough ports for both the power and HDMI cables, as well as the storage expansion slot if you want to keep extra games installed. A control strip on the device includes levels for the volume and brightness, as well as other screen adjustments, and at 11.6 inches, the display should be big enough to let you play comfortably if you’re at a table or in a tent–though we do suggest enjoying nature if you are camping. Don’t be a dork.

Creator Upsec Gaming recommends using two of the devices together to make for instant competitive multiplayer action if you’re playing with a friend outside your house, and with a DC-to-AC power inverter, you can also use it in a vehicle.

With its flip-up design being similar to a laptop, as opposed to the case-based solutions we’ve seen before, the xScreen should be very easy to transport and you won’t have to constantly detach and reattach it when changing where you play. The Kickstarter is scheduled to launch this summer, and you can sign up for alerts on early-bird pricing and more product info on the official website.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Head of Xbox Phil Spencer Quietly Criticises PlayStation’s PC Port Strategy

Head of Xbox Phil Spencer has quietly criticised other developers that port their games to PC after initial release, and charge full price for the new versions. Spencer didn’t say he was talking about PlayStation… but he was talking about PlayStation.

In a video shown to press this week, Spencer explained Xbox is currently, “the only platform shipping games on console, PC and cloud simultaneously.” He then compared that to other companies. “Others bring console games to PC years later, not only making people buy their hardware up front, but then charging them a second time to play on PC. And of course, all of our games are in our subscription service day one, full cross-platform included.”

Sony only recently began creating PC ports for its first-party PlayStation exclusives, but it’s recently committed to the idea. PlayStation Studios boss Hermen Hulst recently said there was clear appetite for the PC ports, but that “PlayStation will remain the best place to play our PlayStation Studios titles at launch.”

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As Spencer points out, PlayStation’s current strategy is to release its games on console first, with full-priced PC ports following at a later date – a marked difference to the Xbox Play Anywhere approach that sees all Xbox first-party games sold at a single price, offering access on all supported platforms.

As part of Spencer’s presentation, Xbox also announced that it would commit to bringing at least one first-party game to Xbox Game Pass every quarter going forward. It was part of a wider new push to bring Xbox experiences to as many people as possible regardless of whether they have consoles, including building Xbox apps into new TVs.

While a little coded, it’s an unexpected criticism from the usually generous Spencer – who also recently called console tribalism “one of the worst things in the industry.”

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Microsoft Is Already Developing New Xbox Hardware

Even as consumers struggle to pick up a new console, Microsoft is looking towards the future. Today, the tech giant has announced that new Xbox hardware is currently in development, although we won’t see it for quite some time.

That’s according to Liz Hamren, Microsoft’s CVP of Gaming Experiences and Platforms, who also said in a press briefing that cloud-based development would be essential to the company going forward. “Cloud is key to our hardware and Game Pass roadmaps,” Harmen said, “but no one should think we’re slowing down on our core console engineering. In fact, we’re accelerating it.”

“We’re already hard at work on new hardware and platforms, some of which won’t come to light for years.”

With the Xbox Series X and Xbox Series S just half a year old at this point, it’s more of a surprise that Microsoft is already publicly acknowledging its new hardware. Until the company is ready to reveal that new tech, it will be doubling down on cloud-based and streaming services. Along with revealing that new hardware is in the works, Microsoft also revealed that it will be building Xbox streaming tech into TVs, and producing Xbox streaming devices.

It should come as no surprise that, with the success of Game Pass, Microsoft and Xbox would want to make its streaming services widely accessible, even to consumers that don’t necessarily own an Xbox console. In a video released today, Phil Spencer, the head of Xbox, said that Game Pass is “transforming how our entire industry thinks about Xbox and how we can reach a wider audience.” Naturally, part of Game Pass’s success has been the constant addition of games the first day they launch. That won’t be slowing down anytime soon, as Microsoft has said that it wants to launch at least one new first-party title every three months.

While Microsoft is working on new Xbox hardware, the company is clearly pushing for Xbox to be something much larger. Whether that’s a larger gaming service of some kind has yet to be seen. Regardless of how Xbox changes its approach to gaming in the coming years, it still seems like players will be able to put a console down next to their TV.

While we probably won’t see any new Xbox hardware soon, we will get a peek at some of the new releases coming from its first-party developers. The joint Xbox & Bethesda Show is just around the corner, set to air on Sunday, June 13. If you’re not looking forward to Xbox’s showcase, there’s a ton more to expect from E3 in terms of shows and games.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Game Builder Garage Review

In the plot of the 1984 movie The Last Starfighter, a teenager is recruited to fight an interstellar battle after unknowingly proving himself worthy by means of a high score on an otherwise unassuming arcade cabinet. With the Mario Maker series, and now Game Builder Garage, I feel like Nintendo is doing something similar, but for future game designers. Game Builder Garage gives us a powerful collection of tools to create our very own games, but based on my output so far I doubt Shigeru Miyamoto will appear at my doorstep to invite me to join the team anytime soon. Even so, it’s impressive that by the end of Game Builder Garage’s seven interactive lessons I already had ideas for half a dozen games and the knowledge of how to build them.

Going in I was expecting Game Builder Garage to be fairly limited in the types of games you create, in the same way Super Mario Maker is powerful but limits you to creating… Super Mario levels. However, after completing all the lessons, which range from a simple single-screen “tag” game to more complex, fully 3D games, I see now there’s almost no limit to the type of game you can create. Yes, you’re stuck with the objects and graphics Game Builder Garage gives you, but how you build them and interact with them is incredible in its scope. Just as people constantly come up with new and novel ways to make Super Mario Maker levels, I fully expect to see some truly astonishing games being created with Game Builder Garage and its much more robust tools and feature set.

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Its programming system offers a visual representation of all sorts of programming concepts: comparisons, subroutines, and conditional statements, all of which are presented through little creatures known as Nodons. And while it’s fairly technical, Game Builder Garage just oozes charm from its smart, fun writing and a finely honed edge that only Nintendo could provide. The engine is not without its limitations, naturally, but for the uninitiated, it’s a great place to get started building real games. When your games are finished, you can share them with friends, although I haven’t been able to test this functionality. (No, not because I don’t have friends! It’s just not out yet.)

Simple Complexity

Learning to program can be a daunting task, but Game Builder Garage’s lessons are great at walking you through the steps required to build seven different types of games. Each lesson grows increasingly complex, but at no time during any of the lessons did I ever feel lost or frustrated. Your host, Bob, walks you through the steps for each part, introducing you to the Nodons responsible for each bit of logic or subroutine. There are Object Nodons for simple things like boxes, cylinders, and spheres. There are also Nodons for operations like arithmetic and counting, as well as the Boolean operators AND and NOT. There’s no OR operator, but its existence is implied through the connections of Nodons. For example, you connect two different inputs to your AND Nodon (say, a constant like the integer 1 and a constant 0 to the same AND Nodon creates a de facto OR). 

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It reminds me of old computer magazines, which often contained long programs in BASIC. You’d spend a few hours inputting the code into whatever crappy home computer you had at the time, and if you managed to enter a thousand lines of BASIC so you could make your screen turn a bunch of different colors you’d also absorb some programming concepts without you even realizing it. Of course, it’s important to point out that Game Builder Garage is not going to directly teach you how to code anything outside of it. Instead, it teaches you how to build a game using a custom game engine. That said, while you’re arranging your Nodons and their flows, you’re learning how games work under the hood, and that understanding can translate to game design beyond Game Builder Garage’s interface. 

Here’s a quick example of how the Nodons work: You place a Person object Nodon on your edit screen. A quick glance at your game in action and yup: there’s a person. But that person is just standing there, looking charming, unable to do anything beyond its simple standing animation loop. So you go back to the edit screen and call up Input Nodons. Drop the L-Stick onto your screen and drag its left/right connection to the horizontal connector on the Person object. Check back on your game screen and now you can control your Person object’s movement. No muss, no fuss – and it only gets more complex and interesting from there. 

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The concepts don’t quite translate 1:1 to actual coding, but doesn’t mean Game Builder Garage doesn’t have a robust set of tools. Quite the contrary: you can build a simple platformer or a complex, 3D maze complete with moving platforms, complex randomization, and giant aliens that shoot apples at you.  It just means you won’t be pulling up Sublime Text or Notepad++ and debugging line after line of code. To be honest, I kind of wish there were a way to view the code involved with game creation, even if it’s in some special Game Builder Garage programming language rather than a common game development language like C# or C++. It would help connect the visual workflow of the game engine with the concepts of writing actual code. I understand it would be messy, but for amateur coders like myself, seeing the code would be a great tool in helping me improve and understand some of the more complex logic involved.

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The lack of a requirement to learn the syntax and peculiarities of a coding language works in Game Builder Garage’s favor. It makes creating games much more accessible, but it’s still no walk in the park. If you’re expecting Super Mario Maker levels of what-you-see-is-what-you-get, you’re going to be disappointed. The Nodons are great at giving you a visual representation of the game you’re building and the pieces and parts that make it work, but its edit screen is largely an abstraction. It took me a little while to force my brain to think of how my games’ various components will appear in the play screen rather than the edit screen. The lessons help out enormously in that regard. 

Test Your Skills

After completing a lesson, which can run anywhere from 20 minutes to 80 or more minutes, Game Builder Garage requires you to finish a series of puzzles before you can unlock the next lesson. It’s basically a quiz of the concepts you just learned, and there are five different puzzles to solve that helped to cement them into my mind before they could be pushed out by something new. There are clues embedded in each puzzle, mostly hints about where to connect Nodons and whether or not you need to edit their properties. Any property not associated with the correct answer is greyed out, so you can’t get hopelessly lost chasing down a wrong answer.

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My problem with the puzzles is that many of them are solvable at a glance, while others… not so much. I like a challenge, but 10% of the puzzles required some manner of constant or numerical range that came down to educated guesses. With the other 90%, any time I was stuck it was something obvious I overlooked. Anyone who’s ever spent an hour debugging actual busted code, only to find out you forgot to close a parenthesis knows the weird mix of relief and embarrassment when you finally figure it out. 

Its entire presentation, from its adorable Nodons to your tutors Bob and Alice, is just so fun and brimming with personality. The writing is also great, something I never thought I’d say about a piece of educational software, with distinct identities given to each “character.” I found game creation to be a challenging, but rewarding experience, and this is exactly the sort of software a parent raising a hopeful game designer should try. It’s probably a little too complicated for a pre-teen, but with some parental guidance it’s a phenomenal way to teach kids the basics of game design. 

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My one beef with building came when I messed something up, to a large degree. There’s no bulk-select, so to delete two dozen Nodons meant having to select them individually rather than all at once. A way to select multiple Nodons would help enormously in copy-paste and mass-deletions. I guess the lesson here is “don’t mess up.”

As for me, a grown man with a little Perl, Python, C++ and Excel formula knowledge, I was charmed the entire time, and now I want to look into more robust game development engines. At the very least I can finish that RPG Maker game I started in 2015. For now, I’m content with my Game Builder Garage creation Super Falling Man Fantasy, which I’ll be sharing with the world once I finish update version 2.0.

Greak: Memories Of Azur Is A 2D Platformer Where You Play As Three Siblings, Releasing August 17

Developer Navegante Entertainment and publisher Team 17’s Greak: Memories of Azur is an upcoming 2D platformer with charming hand-drawn animation and a lovely orchestral soundtrack. It looks to scratch the same itch as games like Hollow Knight, along with other classic action-games and metroidvanias. In this exclusive trailer for GameSpot’s Play For All, highlighting the latest news and events of the Summer games season, we not only get a more detailed look at the game, but also its release date, set for August 17.

In the trailer embedded below, you can also see Memories of Azur’s main gameplay conceit–that you play as three siblings, Greak, Adara, and Raydel–all of whom work together. The titular Greak seems to take on the role of a rogue, while Adara is more of a mage, and Raydel is a warrior.

Now Playing: Greak: Memories Of Azur – Exclusive Launch Date Reveal Trailer

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Sometimes you’ll play as a sibling on their own, but you’ll mostly be controlling multiple characters at once, swapping between them when their skills and problem-solving abilities are needed. This opens up new avenues of play in both combat and exploration.

For example, in combat, Adara excels at long range while Raydel can tank attacks and fight up close. With the press of a button, you can switch between who you’re controlling, and you’ll regularly be doing so in order to tackle different enemies and solve environmental puzzles.

Greak: Memories of Azur is scheduled to release for Xbox Series X|S, PS5, Switch, and PC (Steam).

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

MSI RTX 3080 Ti Suprim X 12G Review

With Founders Editions out the door, it’s time to start exploring aftermarket versions of the RTX 3080 Ti and 3070 Ti graphics cards. Today, I’m looking at the MSI RTX 3080 Ti Suprim X 12G. It’s bigger, better, and brighter than the original RTX 3080 Ti but at expected pricing of $1299 to $1349, is it worth the high cost to upgrade?

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MSI RTX 3080 Ti Suprim X 12G – Design and Features

MSI’s Suprim line-up represents the company’s top of the line. From design to cooling to performance, the RTX 3080 Ti Suprim X just drips quality. On the exterior, the card is downright gigantic. At three slots wide, 13.2 inches long, and weighing in just over four pounds: GPU sag, thy name is Suprim X. Thankfully, MSI includes an adjustable GPU bracket to hold its weight and protect your PCIe slot.

The card itself is gorgeous in its aluminum and RGB backlit glory. The front shroud is trimmed in brushed metal, offset with two different shades of grey. Two RGB strips surround the middle fan to add that touch of flair if you’d like to mount it vertically. Around the back there’s a thick metal backplate to help dissipate heat, but it’s also trimmed in two different hues of gray and has a brightly backlit MSI dragon icon to catch the eye. Along the edge is another customizable RGB strip and logo. Many high-end cards seem clearly designed to to mount vertically but the Suprim X looks best in a normal horizontal mount. If RGB isn’t your thing, you can turn the lighting off and it will still look good but, in my opinion, this is one of the best-looking cards so far this generation – if you can fit it in your case. 

Being so large does have its benefits in cooling. The Suprim X uses MSI’s TriFrozr 2S cooling system. This combines three Torx 4.0 fans with a high contact nickel baseplate for the GPU running into heatpipes through that massive heatsink, and a dedicated heatpipe and heatsink just for the VRAM. The fans feature combined blades to push more air. The fins on the heatsink have also been customized to reduce airflow noise and lower the sound profile of the card. 

It works well, too, even in the Gaming BIOS mode. Near the three-pin power connector, MSI has added a BIOS selector switch that lets you choose between Gaming and Silent modes. Both have the same clock speed, but Gaming Mode allows the fans to ramp a little higher to keep the card cool. In this mode, the card peaked at 68C after repeat runs of Unigine Heaven and hovered closer to 65C when playing actual games. This was also in a hot 26C office, so I would expect the card to run cooler in an air conditioned setting. In Silent Mode, this ramped to 72C but I honestly didn’t find it necessary. The cooling system is performant enough that it never needed to ramp the fans up obnoxiously high and was on par, if not a bit better, than the RTX 3080 Ti Founders Edition in acoustic performance. 

All of this plays into the high-performance design of the card. As you might guess from the ramped up cooler and extra PSU plug compared to the original, the Suprim X is all about performance. It increases the power draw from the Founders Edition a full 50 watts, bringing it to 400 watts total. The added power in combination with high quality components for delivery and regulation make this an exceptionally good choice for gamers looking to overclock and squeeze some added performance out of their card. It has thermal and electrical headroom to spare. 

Of course, you’d expect a card of this caliber to come with its own factory overclock and it certainly does. The original RTX 3080 Ti features a rated Boost Clock of 1665 MHz. The Suprim X turns the dial all the way up to 1845 MHz in Extreme Mode (enabled in the Dragon Center software). Nvidia’s GPU Boost technology automatically pushes cards beyond this under load, assuming it’s not burning up or starved for power, but even here the Suprim X outperformed the original. The Founders Edition peaked at 1935 MHz and hovered closer to 1880 MHz in games. This card, on the other hand, peaked at 2025 MHz and hovered just over 1900 MHz. This means the Suprim X will more frequently pull in those extra few frames of performance without ever needing to worry about a manual overclock. 

For a full breakdown of the RTX 3080 Ti, read the original review here. The core specs are the same, including 10,240 CUDA cores, 12GB of GDDR6X video memory, and the core architecture of Nvidia’s ampere GPU. Also carried over are the three DisplayPort 1.4 outputs and single HDMI 2.0b with a maximum resolution of 8K across all four outputs. 

MSI RTX 3080 Ti Suprim X 12G – Performance

Test system: Z390 Asus ROG Maximus XI Extreme Motherboard, Intel Core i9-9900K CPU (stock), Corsair H115i PRO RGB 280mm AIO CPU Cooler, 32GB Corsair Vengeance RGB Pro DDR4-3200, 1TB Samsung EVO Plus NVMe SSD, Corsair HX1200 1200-watt power supply.

What really matters most is how a GPU performs, so let’s take a closer look. We test our GPUs using a mix of synthetic and real-world gaming benchmarks. All games are set to Ultra settings unless otherwise noted. To get an eye on how this card performs the Founders Edition original, I limited the scope of testing to focus just on the most relevant cards. 

Beginning with synthetic benchmarks, the MSI RTX 3080 Ti Suprim X 12G performed admirably. In 3DMark Fire Strike Ultra, it managed to beat the RTX 3090 by a significant margin. The 3090 maintained its lead in Unigine Heaven but only by a hair. 

Turning to ray tracing specific tests, the Suprim X just dominates. The results in the FPS tests are close between both RTX 3080 Tis and the 3090 but the MSI lands on top. In 3DMark Port Royal, it again bests the RTX 3090.

Let’s see how it performs in games. 

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Starting off, we have our usual selection of five core games at all three major resolutions. Here the card averaged 4% faster than the Founders Edition at 4K, 3% faster at 1440p and was less than 1% off at 1080p. Compared against the RTX 3090, it was within 1% in average FPS at 4K but 2% slower at 1440p and 1080p. When put against AMD’s RX 6800 XT (reviewed here) which has an MSRP of roughly half that of this model, the Suprim X was 36% faster at 4K, 19% faster at 1440p and 10% faster at 1080p. With Metro Exodus and the inflation of DLSS removed, those averages drop to 17%, 9%, and 1% respectively.

With only five titles, you can only glean so much, so I put each card through an expanded series of 4K testing across 10 games. Since the 3080 Ti is very much a “4K Gaming Card,” this is an apt area to dive further in. Here, the card averaged 1% faster than the RTX 3090, 4% faster than the RTX 3080 Ti Founders Edition, 16% faster than the standard RTX 3080, and 19% faster than the RX 6800 XT in rasterization titles.

This is definitely an improvement from the Founders Edition. While it beating the RTX 3090 is impressive, it’s not surprising given how close the FE was to that mark anyway. Does that make it a better buy? If you’re looking at sheer FPS and overclocking potential, it is a better choice than the RTX 3080 Ti Founders Edition. Consider, however, that pricing at $1,299 – $1,349 would position it closer than ever to the RTX 3090’s $1,499 – which has double the VRAM for content creators. Both cards are incredibly expensive, halo products if ever there were any, but in that light paying extra for the added VRAM seems to be the smarter buy, especially to future-proof against the memory-hungry games sure to release over the next several years. 

That makes this a rather confusing card to position. Like I opined in my original review, most gamers would absolutely be better served picking up an RTX 3080 as soon as they can find one at MSRP. Yet, if you have your heart set on a 3080 Ti, there is no mistaking that this is an excellent choice that is clearly ready to be pushed further with a custom overclock. It’s just a shame that pricing is so high because while this card may just be the best “gaming” card on the market right now, it’s so cost-prohibitive that it’s hard to recommend to anyone other than high-level enthusiasts. That said, price to performance value has always gone out the window when it comes to the upper echelons of graphics cards, so those looking for the best of the best typically are prepared to pay for it.