Gamescom 2018: More Nvidia RTX Details Revealed

Last night Nvidia yanked the curtain off its much-anticipated RTX series GPUs, and though a lot of questions were answered, more questions remain, and more details have come to light. Now that it’s the day after the marketing blitz let’s take a look at the official specs of all three of the newly announced GPUs that comprise the RTX Family, and address a few issues.

Spec Chart

To recap, the big news with these GPUs is that the Turing architecture is dramatically different from Pascal, as there’s now hardware specifically designed for ray tracing and functions associated with it. This feature is so paramount that aside from the expected clock speed and memory differences between the models, one of the biggest differences between models is the number of Gigarays each GPU can process. A Gigaray is 1 billion light ray calculations. As you go up the product stack the cards can calculate more rays, it’s as simple as that.

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Now Is a Great Time to Get a GTX 1080 Graphics Card

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Nvidia’s new line of GPUs has officially been announced, and the RTX 20 series cards have a release date of September 20. In fact, you can already preorder the RTX 2080 Ti, RTX 2080 and the RTX 2070 right now. Maybe hold off until they’ve been benchmarked and tested, but preordering is the best way to ensure you get one on or near release.

The prices of the new 20-series cards are pretty high, but that’s good news for anyone looking for a great card from the current line-up. The GTX 1080 is an absolutely excellent card for gaming at better-than-HD resolutions. I have a GTX 1080 in my personal rig and I play PUBG at ultra settings in 1440p and still get 70-90 fps, depending on how well PUBG is running on that particular day.

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Every Xbox One Bundle and Accessory Revealed at Gamescom

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This year at Gamescom, Microsoft announced a slew of new Xbox One bundles and accessories, so if you have been looking to snag a deal on an Xbox, here’s the rundown:

Shadow of the Tomb Raider Bundles

Shadow Of The Tomb Raider - Xbox One X Bundle Shadow of the Tomb Raider is getting an Xbox One X and Xbox One S bundle, and each is available for preorder now.

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Netflix’s American Vandal to Feature the ‘Turd Burglar’ in Season 2

Netflix’s American Vandal will center on the “Turd Burglar” in Season 2, which premieres next month on September 14.

The new season will feature a new case, new conspiracy theories, and a mostly, new cast. For a look at the exciting Season 2 trailer, click here.

The story follows the returning Peter Maldonado and Sam Ecklund, two documentarians who will now help a Catholic school try to capture an unknown individual known as the “Turd Burglar,” who’s been pulling ambitious poop-related pranks. You can check out some images from Season 2 in the slideshow below.

Season 2 stars Tyler Alvarez (Peter), Griffin Gluck (Sam), Taylor Dearden (Chloe), DeRon Horton (Lou), Travis Tope (Kevin), and Melvin Gregg (DeMarcus).

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Galaxy Quest TV Series on Hold, Will Honor Star Trek and Star Wars

The long-awaited Galaxy Quest TV series that is currently being written by Paul Scheer, has been put on hold.

Speaking to The Wrap, Scheer confirmed the TV adaptation for Amazon is being delayed due to the recent firing of Paramount TV president Amy Powell. However, Scheer is still confident the series will get made and promises it will honor both Star Trek and Star Wars.

The series will be a continuation of the 1999 sci-fi comedy which starred Tim Allen, Sigourney Weaver, and the late Alan Rickman.

“We want to create this kind of thing that feels like this epic sequel, but a continuation,” Scheer said. “I compared it to what The Force Awakens is to Star Wars. It is continuing a story but bringing in new characters.

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Watchmen Series Is Officially Coming To HBO

There have been rumors that HBO was considering picking up a new version of the Watchmen series, adapted for TV, for some time. Now, the company has announced it has officially green lit the show, which is being written and produced by Damon Lindelof, the co-creator of Lost and films like Star Trek Into Darkness and Prometheus. There aren’t many details on the series yet, but we know it will debut in 2019.

“Set in an alternate history where ‘superheroes’ are treated as outlaws, Watchmen embraces the nostalgia of the original groundbreaking graphic novel while attempting to break new ground of its own,” HBO wrote in a blog post, confirming the story will start at the beginning of the comic series, while introducing some new elements at the same time. Earlier this year, Lindelof took to Instagram explaining why the series wouldn’t be a sequel or a reboot.

“Those issues are sacred ground and will not be retread nor recreated nor reproduced nor rebooted,” he said. “They will however be remixed. We are not making a ‘sequel’ either. This story will be set in the world its creators painstakingly built… but in the tradition of the work that inspired it, this new story must be original. It has to vibrate with the seismic unpredictability of its own tectonic plates,” he continued.

“It must ask new questions and explore the world through a fresh lens. Most importantly, it must be contemporary. The Old Testament was specific to the Eighties of Reagan and Thatcher and Gorbachev. Ours needs to resonate with the frequency of Trump and May and Putin and the horse that he rides around on, shirtless. And speaking of Horsemen, The End of the World is off the table… which means the heroes and villains–as if the two are distinguishable–are playing for different stakes entirely.”

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Watchmen first made it to the screen in 2009, when Zach Snyder adapted the graphic novel for film. HBO tried unsuccessfully to get a TV series based on the story off the ground in 2014. Lindelof has a history with HBO; his acclaimed drama The Leftovers was also shown on the network, recently ending with its third and final season.

First published by DC in 1986, Watchmen is a much-loved and celebrated 12-part graphic novel written by Alan Moore and illustrated by Dave Gibbons. It’s credited with introducing a darker and more mature tone to the traditional superhero comic. In 2005, it was even featured on Time’s list of the 100 greatest novels of the 20th century.

PlayStation Boss Was “Horrified” After Playing God Of War For The First Time

God of War is easily one of the most popular and critically-acclaimed games of the past year, and while it has hit huge success post-release, it was not always so certain that the PS4 game would do the franchise justice. Speaking at Devcom 2018, the developer-focused event at Gamescom, creative director Cory Barlog got candid with the audience and told them about some of the challenges he and his team faced during development, including the time Shuhei Yoshida, the head of SIE Worldwide Studios, came in to play the game. It didn’t go well.

During playtesting of the game, much of God of War was still looking rough, reports Gameindustry.biz. “Part of it was that we were building the engine and tools, as we were building the mechanics, as we were designing the mechanics, as we were then designing the levels,” Barlog said. “All of those groups had to build everything at the same time.” He added that many playtesters had intense reactions to the game at this point, accusing his team of “ruining” Kratos after seeing certain cinematics and gameplay.

As the God of War team was about to release a demo of the game, with only six months to go until release, Shuhei Yoshida came to the studio for a playthrough. “I mean, the framerate was terrible, everything just felt bad. He’s playing, he’s got scrunched up shoulders, head shaking a little bit,” said Barlog.

“He kinda just shook his head and walked out the door…He never told me how he felt. In fact, he only told one of my friends, who he saw at a party. [Yoshida] said, ‘Oh, you’re working on God of War? I just gotta say, I played the game the other day. I was horrified.'” He added that this was a turning point in rallying his team to get the frame rate back up and work out some of God of War’s core issues.

In the end, Yoshida returned to play the game a second time. “He played it again, and you can see the two different poses of Shu. Horrified is much more rigid. The second time, he was not horrified. It was super good. Very exciting,” said Barlog. God of War released in April and received rave reviews, including GameSpot’s review, which gave the game a 9/10. Despite its rocky development, it turned into a “spectacular action game with epic set pieces, big-budget production values, and hard-hitting combat,” according to reviewer Peter Brown.

“What may surprise you is how mature its storytelling has become. Like Kratos, God of War recalls the past while acknowledging the need to improve. Everything new it does is for the better, and everything it holds onto benefits as a result,” he added. “Kratos is no longer a predictable brute. God of War is no longer an old-fashioned action series. With this reboot, it confidently walks a new path that will hopefully lead to more exciting adventures to come.”

In other God of War news, the game has just released an update and introduced the New Game Plus mode. It allows you to play through the game again, but with access to your unlocks, abilities, and weapons, meaning you’ll have them all right from the start.

Shenmue 3 – Release Date Trailer | Gamescom 2018

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How Forza Horizon 4’s Shared World Works With Real Players At All Times

The Forza Horizon series has always been about fusing realistic driving mechanics with the freedom and quirks of exploring open environments. One of the biggest changes coming to the franchise with Forza Horizon 4 is that its open world will be populated with actual players, in hopes of making it feel more lived in–hence the ‘shared world’ designation. So long as you’re online, real players will be cruising around the world at all times instead of drivatars (AI cars simulating real player behavior) seen in past entries. But the goal isn’t just to fill the game with actual people going about their business, the shared world also functions to induce new multiplayer experiences.

Entering races alone or as a group (or Convoy, as the game calls it) is said to work seamlessly as you’re temporarily put into a parallel server outside the shared world, and immediately put back in afterward. There’s also hourly events called Forzathon Live where anyone can jump in for cooperative challenges to earn rewards. This doesn’t mean that you’re required to be online to play the game, though. Forza Horizon 4’s campaign can be played entirely solo and will include drivatars to fill in the gaps.

We spoke with the creative director Ralph Fulton and principal designer Mike Brown from developer Playground Studios to get a more detailed explanation of how Forza Horizon 4’s shared world operates and how it mixes up the series formula. Note that the following interview has been editorialized for clarity and readability.

Forza Horizon 4 is the 11th entry in the long-running racing franchise, and the standard and deluxe editions launch on October 2nd while the ultimate edition lands on September 28 for Xbox One and PC. There will be cross-play between the two platforms and it’ll also be available through Xbox Game Pass on launch day. Be sure to read our Forza Horizon 3 review and Forza Motorsport 7 review to see the past few games have fared.

GameSpot: To kick it off, could you explain how the shared world is different from past Forza Horizon games?

Ralph Fulton: To frame how we got to where we are now you’re going to need to look back at the history of [Forza] Horizon. We have four pillars in the Horizon series that we constantly refer back to when we are making a new game. We talk about fun, freedom, beauty, and community being our fourth pillar. And obviously with every game we’re trying to up the limit in each of those areas, but I think community has probably been the area where we’ve found the most headroom. And we’ve been really start pushing to give our fans and our players new ways to interact with each other. That just seems to be the thing that they enjoy doing, that they really value in Horizon games because they’re just really social by nature.

Different vehicles are at your disposal in Forza Horizon 4, from exotic supercars and rally cars to motorbikes and all-terrain trucks.Different vehicles are at your disposal in Forza Horizon 4, from exotic supercars and rally cars to motorbikes and all-terrain trucks.

So, in Horizon 2, we brought in seamless multiplayer and player clubs. In Horizon 3, we brought in co-op for the first time. We’ve made this huge step forward with Forza Horizon 4, now where everyone will play in a shared world. So, it’s not really about single-player or multiplayer anymore so much as everybody just doing what they want in a world that’s populated with other real players doing whatever they want to do at that given moment.

GS: To be in the shared world, you have to be connected online all the time. But what does it mean for someone who only plays offline in single-player by themselves?

Mike Brown: That was something we discussed a lot right at the start of the project on Forza Horizon 4. We wanted to make it a shared-world game because we know that there are countless benefits to that. It’s also has much richer community interactions. It brings with it loads of immersive gameplay.You have all this vibrancy of other people in your world doing stuff that you might never expect to see or you might never otherwise see.

But equally, we’re not deaf to the fact that there are a lot of players out there who just don’t want to play with other people, or who can’t play with other people for reasons out of their control. Servers may go down or any multitude of other reasons. So for that reason, as much as we call it a shared world game for type before is totally playable offline.

You can play through the entire thing, the entire campaign, offline, without internet connection, if that’s how you want to play. And you can click a button and you’ll drop into an offline world and then your open world is populated with driver files, similarly if you’re playing and your internet goes down or something to that effect. The game will simply transition to a solo world where those real life people you were playing with will be replaced with drivatars, and you just carry on as you were. It doesn’t drop you out to the main menu or anything, any of the nasty scenarios like that. It just keeps you playing and having fun.

GS: Would you say Forza Horizon 4 shares similarities with how MMORPGs function where you have this big world where players can connect and group up or do their own missions simultaneously?

MB: Sure, yeah you’re connected just driving around the world, you’ll see people zooming around, going about their own business. Anybody you meet, you can drive up to them, connect and invite them to join you on what we call a Convoy, which is just a persistent group that exists for up to 12 players—then you can play together. And you have a Convoy leader who chooses tasks for that group to do.

As I’ve mentioned, we introduced co-op in Forza Horizon 3. And now the entire game [Horizon 4], you can just go meet a person in the open world—maybe you’re both drifting around the same area of Edinburgh—and say, “hey, wanna come and join my Convoy?” Now they’re in a little mini party. You’re still in the open world, you’ll still see other people buzzing around, but you two are in an assisted group, so you can go and do races or Horizon Stories, which is a new gameplay feature. You’ll basically play together for how much you want to play together.

So yeah, it is kind of MMO-ish, although in the sense that there is a shared world in which you team up with people and take part in activities together. It doesn’t have any of that sort of rules of MMO systems.

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RF: And what we think is the real value in this shared world isn’t so much, “hey, everybody, play together”, we’re not trying to force anyone into doing something that doesn’t come naturally to them. We think the value is, like Mike said, this world becomes much richer, so much more interesting and spontaneous through the presence of real people doing real people things. In Horizon 3, our world was populated with drivatars, that does a pretty decent job of approximating how real players drive. But honestly, it can never come close to the variety and the unpredictability that real people have. You can’t program that kind of variety. And I think that’s going to be the real joy for players. Not necessarily going and playing with other people, just seeing other people going about their games.

GS: In Horizon 3, when you’re almost in contact with drivatars, they would ghost so they don’t get in your way. How are you handling collisions now that there all these people in a shared world?

RF: It probably falls into the category of questions that we asked ourselves a lot at the start of this project. Almost kind of troubleshooting shared worlds before we set about making our own. One of the first things you run up against when you start talking about shared worlds, that everybody lives together and, “alright, there’s gonna be some asshole that crashes into me, spoils my game,” and we felt that we had to find a solution for that.

The way we solved it is that, by default, other players in your world won’t collide with you, they’ll just ghost right through you. They’ll still appear solid, so you can still get that cool sensation of admiring their car, as they drive past you, or their parked up. But they can’t come and deliberately, or even inadvertently, spoil your game by driving into you.

It changes by teaming up with somebody, going into a Convoy together. By default, when you’re in a Convoy, you suddenly have collisions with the other people within your Convoy. You have that sort of physicality, you can drive and into each other and collide. There’s a ton of people in there who actually get a kick out of that, crashing cars into each other. It’s kind of a fun thing to do. We allow that in the context of a Convoy where, again, everybody has signed up for that.

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GS: For example, if I jump into a circuit race in the world, does that take me then to a separate realm? Will I also see drivers within the world who are doing circuit races or just driving about?

MB: It depends on which options you choose. When you go into any race in the game, they can all be played solo, where it’s just you against AI drivatars. You can play co-op, where it’s you and a team of other human players, against a team of AI drivatars. Or it’s PvP, where you can play against a whole field made from groups of human players.

If you do choose solo, then at that point you’ll silently kind of pull out of the online server, do your race, and then you’re brought back there [to the shared world]. You can play with the entire campaign, with every race being a PvP race, if you wanted to. If you’re against, other real people, then again, you’d be in a kind of parallel realm whilst you do your race, and then you’d go back into the shared world. You won’t ever have a random person who wasn’t involved in race, driving across while you’re in there.

GS: Will there be any exclusive events or specific features for those who do interact with actual people within the world? Maybe, special quests or races that revolve around grouping up?

RF: Obviously, it’s up to you how you play, but we think the game is more fun, more rewarding when you play with others. We have exactly that kind of system, which is called Forzathon Live, which is designed to do just that. It’s a kind of public event that happens every hour, on the hour somewhere within the game world. It’s pretty well advertised when it’s happening. There’s a big blimp that floats above the start point that everyone congregate around to join up.

What happens after that is basically a sequence of challenges and events in which all of the participants in the shared world who opt into Forzathon Live, will go do cooperatively. Basically, that group that signed up at the start of Forzathon Live, their score will be accumulative across the whole group. And if you meet certain thresholds, you’ll earn certain awards for the whole group.

So, it’s very much a collaborative thing. All the players will work together and share their awards that they collect and win. The last 15 minutes of it changes, so you can spend that time doing Forzathon Live with different players. And there’s some cool rewards for that, as well as the fun of jumping in very frictionlessly playing with others in a collaborative non-adversarial way. That whole thing, collectively succeeding and then sharing the rewards with everyone.

Microsoft Unveils Special-Edition PUBG Xbox One Controller And New Design Lab Customization Options

Microsoft’s Xbox Insider broadcast from Gamescom 2018 in Cologne, Germany included a look at the inner-workings of PUBG Soeul’s offices in Korea. This lead nicely into the announcement that PUBG will see its 1.0 release on the console on September 4, and that Microsoft would be releasing a specially designed controller to celebrate the milestone.

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Microsoft’s Limited Edition PUBG controller can be pre-ordered now, and while it’s in most ways the same controller Xbox One users have used until now, there are obvious cosmetic details and a subtle physical difference that set it apart. The controller is covered a digital-camo pattern, and this finish is accented by a blue ring around the left analog stick (a throwback to the game’s shrinking blue circle that limits the battlefield,) a sight scope on the right analog stick, and a red X on the right trigger.

Appearances aside, it’s the new triggers that could make a tangible if small difference in the way you play. In order to prevent your trigger fingers from slipping during tense moments, Microsoft has implemented rubberized triggers–a first for an official Xbox controller.

A close-up of the new rubberized triggers.A close-up of the new rubberized triggers.

Microsoft also revealed new customization options for anyone who wishes to create a personalized Xbox One controller on its website. In addition to being able to change the color of the body of the controller and various buttons, you can now apply one of five new camo patterns, or a shadow finish, which puts a gradient color transition from top to bottom. For a limited time, until September 30, you also have the option of picking a silver shadow option.

In addition to its new controller announcements, Microsoft had plenty more to share during its Xbox Insider broadcast. For all of those stories and more from Gamescom 2018, head over to our event page to catch everything we’ve covered so far.