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Reçu aujourd’hui — 18 janvier 2026 1.3 🖥️ Tech. English

Subject: Oculus Strategy (LONG)

17 janvier 2026 à 22:54

There's a link on Reddit aging like fine wine. It carries the timestamp January 28, 2014 at 7:54:33 PM EST.

"So no way to confirm this, but my friend works in the same building as Oculus, and he ran into Mark Zuckerberg taking the elevator to Oculus' floor," Threewolfmtn posted. "Do you think he was just checking it out? Or is there somethign more devious going on?"

With whole teams shown the door from inside Meta's VR and AR efforts in January 2026, you can put that time stamp in your mind relative to the one UploadVR published over half a decade ago. The important time stamp for the words we're republishing from John Carmack to Oculus VR leaders is February 16, 2015.

Before you get to those words, in full below, here he is speaking directly to the public in 2021 before he "wearied of the fight" and exited near the end of 2022:

I reached out to Carmack earlier this week to invite fresh comment of any length. You can find it on UploadVR.com if he replies.

From: John Carmack

Date: February 16, 2015

Subject: Oculus Strategy (LONG)

In preparation for the executive retreat this week, I have tried to clarify some of my thoughts about the state and direction of Oculus.  This is long, but I would appreciate it if everyone took the time to read it and consider the points for discussion. Are there people attending the meeting that aren’t on the ExecHQ list that I should forward this to?

Some of this reads as much more certain that I actually am; I recognize a lot of uncertainty in all the predictions, but I will defend them in more depth as needed.

Things are going OK.  I am fairly happy with the current directions, and I think we are on a path that can succeed.

There are a number of things that I have been concerned about that seem to have worked out, but I remain a little wary of some of them metastasizing.

Oculus Box.  Selling the world’s most expensive console would have both failed commercially and offended our PC base.  Building it would have stolen resources from more important projects. Note that my objection is based on a high-end PC spec system.  At some point in the future (or for some level of experiences), you start considering cheap, mobile based hardware, which is a different calculation.

Oculus OS.  The argument goes something like “All important platforms have had their own OS.  We want VR to be an important platform, therefore we need our own OS.” That is both confusing correlation with causation, and just wrong – Facebook is an important platform that doesn’t have its own OS.  When you push hard enough, the question of “What, specifically, would we do with our own kernel that we can’t get from an existing platform?” turns out to be “Not much”. Supporting even a basic Linux distribution would be a huge albatross around our neck.

Indefinite innovator editions for Gear VR.  We have been over this enough; I am happy with the resolution.

Major staff-up to “build the Metaverse”.  Throw fifty new developers together and tell them to build a completely hand-wavey and abstract application.  That was not going to go well. Oculus needs to learn how to deliver decent quality VR apps at a small scale before getting overly ambitious.  I understand this choice wasn’t made willingly, but I am still happy with the outcome.

Write all new apps for CV1 in UE4.  Would have been a recipe for failure this year, and would have unnecessarily divided efforts between mobile and PC.  I recognize that my contention that we can build the current apps for both PC and mobile has not yet been demonstrated, and is in fact running quite a bit behind expectations.

Acceptance of non-interactive media.  This is still grudging, as noted by the “interactive” bullet point in our official strategy presentation at the town hall, and Brendan’s derisive use of “viewmaster” when talking about Cardboard, but most now agree it has an important place.  People like photos and video. You could go so far as to say it drives the consumer internet, and I think Oculus still underestimates this, which is why I am happy that Douglas Purdy’s VR Video team is outside the Oculus chain of command.

While it isn’t something I am directly involved in, I think the decision to push CV1 without controllers at a cheaper price point is a good one.  Waiting for perfect is the wrong thing to do, and I am much less convinced of the necessity of novel controllers for VR’s success.

On to things with more room for improvement:

Platform under-delivery

I suspect that this was not given the focus it deserved because many people thought Gear VR wasn’t going to be “real”, so it may have felt like there was a whole year of cushion before CV1 was going to need a platform.  Launching Gear VR without commerce sucked. Some steps have been taken here, but there are still hazards. I won’t argue passionately about platform strategy, because it really isn’t my field, but I have opinions based on general software development with some relevance.

We still have definitional problems with what exactly “platform” is, and who is responsible for what.  I would like to see this made very clear. I am unsure about having the Apps team responsible for the client side interfaces.  It may be pragmatic right now, but it doesn’t feel right.

I have heard Holtman explain how we couldn’t just use Facebook commerce infra because it wouldn’t allow us to do some things like region specific pricing that are important factors for Steam, but I remain unconvinced that it is sufficient reason to make our development more challenging.  There is so much value in Facebook’s infra that I feel we should bend our strategies around using it as much as possible. A good strategy on world class infra has a very good chance of beating out an ideal strategy on virgin infra.

We should be a really damn good app/media store and IAP platform before we start working on providing gaming services.  App positioning, auto updates / update notification, featured lists, recommendations, media rentals, etc.

When we do get around to providing gaming services, we should incrementally clone Steamworks as needed to satisfy key developers, rather than trying to design something theoretically improved that developers will have to adapt to.

The near term social VR push should be based strictly on the Facebook social graph.  We can prove out our interaction models and experiences without waiting for the platform team to make an anonymized parallel implementation…

Consumer software culture

We need to become a consumer software shop.

The Oculus founders came from a tool company background, which has given us an “SDK and demos” development style that I don’t think best suits our goals.  Oculus also plays to the press, rather than to the customers that have bought things from us, and it is going to be an adjustment to get there. Having an entire research division that is explicitly tasked with staying away from products is also challenging, and is probably going to get more so as product people crunch.

Talk of software at Oculus has been largely aspirational rather than practical.  “What we want” versus “what we can deliver”. I was exasperated at the talk about “Oculus Quality”, as if it was a real thing instead of a vague goal.  I do have concerns that at the top of the software chain of command, Nate and Brendan haven’t shipped consumer software.

Everyone knows that we aren’t going to run out of money and be laid off in a few months.  That gives us the freedom to experiment and explore, looking for “compelling experiences”, and discarding things that don’t seem to be working out.  In theory, that sounds ideal. In practice, it means we have a lot of people working on things that are never going to contribute any value to our customers.

Most people, given the choice, will continue to take the path that avoids being judged.  Calling our products “developer kits”, “innovator editions”, and “beta” has been an explicit strategy along those lines.  To avoid being judged on our software, we largely just don’t ship it.

For example, I am unhappy with Nate’s decision to not commit to any kind of social component for the consumer launch this year.  I’m going to try to do something anyway, but it means swimming against the tide.

I would like to see us behave more like a scrappy web / mobile developer.  Demos become products, and if they suck, people take responsibility. Move fast, watch our numbers, and react quickly.  “What’s new” on our website should report new features added and bugs fixed on a weekly basis, not just the interviews we have given.

Get better value from partner companies

The most effective way to add value to our platform is to leverage the work of other successful companies, even if that means doing all the work for them and letting them take all the money.  I contend that adding value to our platform to make more happy users is much more important at this point than maximizing revenue from a tiny pool. I think win-first, then optimize monetization, is an effective way to take advantage of our relatively safe position inside Facebook.

It is fine to shotgun dev kits out to lots of prominent developers, but the conversion rate to shipping products from top tier companies isn’t very good.  A focused effort will yield better results.

My pursuit of Minecraft has been an explicitly strategic operation.  We will benefit hugely if it exists on our platform, and if we close the deal on it, the time I spent coding on it will have been among the most valuable of my contributions.

We need a big video library streaming service, and I would be similarly willing to personally write a bunch of code to make sure it turned out great.  Ideally it would be Netflix, but even a third tier company like M-Go would be far better than doing it ourselves. There is an argument along the lines of “We don’t need Netflix, we’ll cut our own content deals and be better off in the long run.”  That makes the conscious (sometimes defensible) choice to suck in the near term for a long term advantage, but it also grossly underestimates the amount of work that all those companies have done. I have low confidence that a little ad-hoc team inside Oculus is going to deliver a better, or even comparable, movie / TV show watching system than the established players.

I know I don’t have broad buy-in on the value, but I feel strongly enough about the merits of demonstrating a “VR Store” that I think it is worth basically writing the app for Comixology.  I look at it as a free compelling dataset for us, rather than us doing free work for them.

What other applications could be platform-defining for us with a modest VR reinterpretation?

Picking winners like this does clearly sacrifice platform impartiality, but I think it is a cost worth paying.

Even amongst the general application pool, we should be actively fixing 3rd party apps, and letting them drive the shape of SDK development.  I am bothered by a lot of the text aliasing in VR apps, so I need to finish up my Unity-GUI-in-overlay-plane work and provide it to developers.

Abandon “Made for VR or go away” attitude

The iPhone was a phone.  Many people would say it wasn’t actually a great phone, but it subsumed the functionality of something that everyone had and used, and that was important for adoption.  If it had been delivered as the iPod Touch first, it would have been far less successful, and, one step farther, if it wasn’t also an iPod, it would have been another obscure PDA.

Oculus’ position has been hostile to apps that aren’t specifically designed for VR, and I think that is a mistake.  We do not have a flood of AAA, or even A level content, and I don’t think it will magically appear as soon as we yell CV1 at the top of our lungs.  The economics are just not very compelling to big studios, and developing to the solid 90 fps stereo CV1 spec is very challenging.

There are a number of things that can help:

Encourage limited VR modes for existing games.  Even simple viewer or tourist modes, or mini-games that aren’t representative of the real gameplay would be of some value to VR users.  Do we have a head mount sensor on CV1? We win if we can get our customers to think that when you put on your HMD, a good game should do SOMETHING.

Embrace Asynchronous Time Warp on PC, so developers have a fighting chance to get a decent VR experience out of their existing codebases.  We are going to be forced to make this work eventually, but we have strategically squandered six months of lead time. This is directly attributable to Atman’s strong opinions on the issue.

We should make first class support for running conventional 2D apps in VR, and we should support net application streaming on mobile.  It is going to be a long time before we have high quality VR applications for everything that people want to do; 2D applications floating in VR will fill a valuable role, especially as we move towards switching between multiple resident applications.

Even driver intercept applications 3D/VR-ifying naïve applications may eventually have a place. It is technically feasible to deliver the full comfortable-VR experience from a naïve application in some cases.

Abandon “Comfortable VR” as a dominant priority

Even aside from this almost killing Gear VR, our positioning on PC has been somewhat inconsistent.  We talk about how critical SteamWorks-like functionality is to our platform, because Steam gamers are our (PC) user base, but the intersection of stationary viewpoint game experiences and the games people play on Steam is actually quite small.

We should not support developers “doing it wrong”, like using an incorrect FOV for rending, but “doing uncomfortable things”, like moving the viewpoint or playing panoramic video that can’t be positioned, are value decisions that will often be net positive.  In fact, I believe that they will constitute the natural majority of hours spent in VR, and we do a disservice to our users by attempting to push against that natural position.

We have a problem here – It would be hard for the CEO of a sailboat company to be enthusiastic and genuine if they always got seasick whenever they went out, but Brendan is in exactly that position.

My Minecraft work is a good example.  By its very nature, it is terrible from a comfort position — not only does it have navigation, but there is a lot of parabolic bounding up and down.  Regardless, I have played more hours in it than any other VR experience except Cinema.

Brendan suggested there might be a better “Made for VR Minecraft” that was stationary and third person, like the HoloLens demo.  This was frightening to hear, because it showed just how wide the gulf was between our views of what a great VR game should be. Playing with lego blocks can be fun, but running for your life while lost underground is moving.

Mobile expansion plan

It will not be that long until Note 4 class performance is available in much cheaper phones.  Notably, being quad core (or octa-core on Exynos) does almost nothing for our VR performance, and neither does being able to burst to 2.5 GHz, both due to thermal reasons.  A dual core Snapdragon that was only binned for 1.7 GHz CPU and 400 MHz GPU could run all the existing applications, and DK2 would argue that 1080p screens can still “Do VR”.  This is still the most exciting vision for me – when everyone picks up a cheap Oculus headset holder for their phone when they walk out of the carrier store, just like grabbing a phone case.

I would rather push for cost reduction and model range expansion across all Samsung’s lines before going out to other vendors, but we are doing the right thing with Shaheen working towards building our own Android extensions to run Gear VR apps, so we have them on hand when we do need them.

The other major technical necessity is to engage with LCD panel manufacturers to see what the best non-OLD VR display can be, either with overclocked memory interfaces and global backlight controls, or custom building rolling portrait backlights.  Once we have apps running on the custom dev kits with Shaheen’s work, we should be able to do experiments with this.

I am less enthusiastic about the dedicated LG headset that plugs into phones. It will require all the Android software engineering effort that Gear VR did for each headset it will be compatible with, as well as significant new hardware engineering, and the attach rate would be guaranteed to be a fraction of Gear VR due to a much higher price.  It seems much more sensible to just make sure that CV2 is mobile friendly, rather than building a CV1.5 Mobile Edition. If you certify a phone for VR, you might as well have a drop-in holder for it as well as the plug in option; there would be little difference in the software, and the tradeoff between cost, position tracking, refresh rate, and resolution would be evaluated by the market.

If we want to allow mobile developers to prepare for eventual position tracking support, we could make a butchered DK2 / CV1 LED faceplate that attaches to a Gear VR so a PC could do the tracking and communicate positions back to the Gear VR over WiFi.  I don’t feel any real urgency to do this, I doubt the apps people are developing today are going to be the killer apps of a somewhat distant position tracked mobile system.

Taiwan Commits $500 Billion To US Chip Expansion In Blockbuster Deal

17 janvier 2026 à 20:45
Taiwan Commits $500 Billion To US Chip Expansion In Blockbuster Deal Taiwan and the United States have announced what's being described as a $500 billion commitment aimed at expanding semiconductor manufacturing in the U.S., a striking figure that reflects how strategically important chip production has become. Despite the bombastic headlines, though, the structure of the deal is more layered than the big number
Reçu hier — 17 janvier 2026 1.3 🖥️ Tech. English

Killjoy Study Finds Avid Gamers Have Poor Diets And Sleep Deprivation

17 janvier 2026 à 19:21
Killjoy Study Finds Avid Gamers Have Poor Diets And Sleep Deprivation A new study suggests that "high-frequency gamers" are more prone to poor eating habits and sleep deprivation compared to low-frequency gamers. Led by Curtin University and published in Nutrition, the cross-sectional study focused on 317 Western Australian university students and their gaming habits, diet quality, physical activity, sleep quality,

ASUS Cites Customer Confusion And Not Scratched PCBs For Another Q-Release Redesign

17 janvier 2026 à 15:14
ASUS Cites Customer Confusion And Not Scratched PCBs For Another Q-Release Redesign ASUS has confirmed that it tweaked the design of its Q-Release PCIe mechanism on every new Neo motherboard coming out this year, including both high-end models with more premium designs and entry-level options. The official reason for the redesign, however, is not because of reported issues with the previous design leaving scratch marks on

This 34" Alienware QD-OLED Gaming Monitor Just Hit A 28% Off All-Time Low

17 janvier 2026 à 14:36
This 34 We're more than a month removed from all those Black Friday and Cyber Monday deals that closed out last year, but we spotted a discount on an Alienware gaming display that brings its price back down to its deepest discount ever. It has quite a few bells and whistles too, not the least of which is an OLED panel with quantum dot technology. Alienware

DeepCool launches flagship Spartacus 360 & CL6600 case with integrated AIO

17 janvier 2026 à 14:00

DeepCool has officially unveiled a pair of new flagship thermal solutions for the market, led by the Spartacus 360 all-in-one liquid cooler and the innovative CL6600 HyperSplit chassis.

The Spartacus 360 is designed to be a premium cooling solution, using 3x 120 mm fans and a pump powered by a three-phase, four-pole motor that operates between 2,500 and 3,400 RPM. This pump is paired with a 3.4-inch IPS LCD with 750 nits of brightness and a 480×480 resolution. Through the DeepCreative software, users can display system telemetry, custom videos, or performance trends in modular block layouts. The software also introduces AI-driven environmental modes, such as Sleep, Gaming, and Overclocking, that automatically balance acoustics.

Rated for up to 320W TDP, the Spartacus 360 features a newly designed offset mounting bracket specifically for Intel LGA1851 processors. By shifting the cold plate to better align with the hotspots on 20- and 24-core CPUs, DeepCool claims a core temperature reduction of up to 3°C. Installation is made easier and more secure by a rear-mounted locking system that allows front-side assembly without exposed screws. At the same time, a single 10-pin cable handles both power and data for the pump and display, minimising clutter. Reliability is improved by the inclusion of patented Anti-Leak technology, which regulates internal pressure to extend the cooler's lifespan and protect high-value components.

Alongside the new cooler, DeepCool is also launching the CL6600 HyperSplit case, which features a dual-chamber layout that physically separates the CPU's radiator from the rest of the system. By placing the included 360mm radiator in its own independent upper chamber, the CL6600 theoretically eliminates thermal crossover between the CPU and the GPU, which should allow both to operate at their full potential without competing for air. The case features a front-mounted PSU layout (up to 160 mm long) and supports the latest back-connect motherboards, such as Asus BTF or MSI Project Zero, providing a clean interior view through its tempered glass side panel. The aesthetic is rounded out with a full-height grille front panel featuring a real-wood accent and a pop-out headset hook.

Included with the CL6600 are two pre-installed reverse-blade FL12 SE fans on the bottom. The chassis accommodates graphics cards up to 413 mm in length, air coolers up to 175 mm in height, and up to 8x fans, including three on the AIO cooler division to create a push-pull configuration. Maintenance is simplified through tool-free panel removal and pull-out dust filters. The Spartacus 360 is currently priced at an MSRP of €184.99, while the CL6600 is available in black for €199.99 and white for €209.99.

We will have reviews of both units in the coming weeks, so stay tuned for those!

KitGuru says: Do you think other brands should follow DeepCool's idea and do more cases like the CL6600?

The post DeepCool launches flagship Spartacus 360 & CL6600 case with integrated AIO first appeared on KitGuru.

Division series boss Julian Gerighty departs Ubisoft to lead EA’s Battlefield Studios

17 janvier 2026 à 13:00

Julian Gerighty, the creative director and executive producer of Tom Clancy's The Division franchise, has officially resigned from Ubisoft to join Electronic Arts' Battlefield Studios. Massive Entertainment confirmed the news this week, marking the end of Gerighty's extensive tenure at the studio, where he was a key figure shaping the first two Division games and leading the creative direction for Star Wars Outlaws.

While Gerighty recently teased that The Division 3 was “shaping up to be a monster”, his departure means he will no longer be at the helm to see the project through to its completion. Instead, he will transition to a leadership role within EA's Battlefield team, though his specific title has not yet been confirmed. Ubisoft's leadership has moved quickly to reassure fans and investors that the series remains in capable hands. The publisher emphasised that the vision for the franchise remains unchanged despite the loss of its primary creative face. Massive Entertainment's statement on the topic can be found below:

Gerighty himself also shared a message to the community on X, expressing confidence in the franchise's future and noting that it was simply time for “another grand adventure” after over 27 years at the company.

This move comes at a juncture for both gaming giants. Ubisoft has been grappling with a prolonged slump that led to its stock being temporarily halted on Euronext in late 2025. While Assassin's Creed Shadows provided a much-needed commercial boost last year, the group has faced significant layoffs and studio closures as part of a major internal restructuring. On the other side of the industry, EA's Battlefield Studios is still navigating the tragic loss of Vince Zampella, who passed away following a car accident in December 2025. Bringing in a veteran with Gerighty's expertise could be just what EA needs as it looks to expand the Battlefield franchise and fill the leadership gap left by one of the industry's most influential figures.

KitGuru says: Losing Julian Gerighty is a heavy blow for Ubisoft. However, for EA and the Battlefield franchise, this could be a massive win. Gerighty's experience with shooters and large-scale IP management is precisely what EA needs to maintain the momentum of the successful Battlefield 6.

The post Division series boss Julian Gerighty departs Ubisoft to lead EA’s Battlefield Studios first appeared on KitGuru.

Keychron launches Lemokey P3 HE magnetic switch keyboard with toolless design

17 janvier 2026 à 12:00

Keychron has expanded its gaming sub-brand, Lemokey, with the launch of the P3 HE, a tenkeyless (TKL) gaming keyboard that pairs magnetic switch technology with a toolless casing. Unlike the Keychron Q-series flagships, which often command a premium, the P3 HE is launching at a slightly lower price. That said, it's still relatively expensive compared to its Chinese counterparts.

Despite the lower cost of $169.99 (versus Keychron's Q-series that can fetch well over $200), the P3 HE (via TechPowerUP) maintains a premium build, featuring a full aluminium case finished with an electrophoretic coating and a toolless disassembly system. This screwless design uses magnetic latches to allow the top case to be removed in seconds for cleaning or internal modifications, a feature currently absent from the more expensive Keychron models.

Available in black and white, the P3 HE is built with a focus on both performance and acoustics, using a silicone-bean gasket mount system that isolates the aluminium plate from the case, effectively cutting out metallic reverberation and “ping”. The interior is further dampened with multiple layers of IXPE and sound-absorbing foam, resulting in a deeper, more refined sound profile. Under the hood, the keyboard relies on Gateron Double-Rail Magnetic Nebula switches, which use the Gateron KS-37 mounting standard, though be aware this limits switch compatibility with other KS-37 magnetic switches.

On the software side, the P3 HE is fully supported by the Lemokey Launcher web app, providing access to a suite of competitive features enabled by its Hall Effect sensors. Users can customise actuation points from 0.2 mm to 3.8 mm with 0.1 mm precision, and enable features such as Rapid Trigger and SOCD (Last Keystroke Prioritisation). The keyboard also supports Dynamic Keystroke (DKS), allowing up to four actions per key based on press depth, and an Analog Mode that mimics a controller's variable input for racing or flight simulations. Connectivity is handled via a tri-mode system, offering 1,000 Hz polling over wired and 2.4 GHz wireless connections, alongside Bluetooth 5.2 for multi-device pairing. Moreover, the P3 HE features north-facing RGB LEDs and comes standard with Cherry profile double-shot PBT keycaps, available in both shine-through and non-shine-through variants.

KitGuru says: Are you interested in the Lemokey's P3 HE feature set?

The post Keychron launches Lemokey P3 HE magnetic switch keyboard with toolless design first appeared on KitGuru.

CD Projekt Red reveals Witcher franchise sales have surpassed 85 million

17 janvier 2026 à 11:00

CD Projekt Red's joint CEO Michał Nowakowski has provided an update on the performance of the Witcher franchise, confirming that every mainline entry in the series has now surpassed 10 million copies sold. This announcement offers insight into the long-term commercial success of the earlier titles, which have often been overshadowed by the monumental success of the third instalment.

The sales figures were shared during a session on X, where Nowakowski (via Polonizacje) responded to a list of the most successful Polish video games curated by Michał Król. This list included The Witcher 3 in first place with 60 million units sold, followed by Cyberpunk 2077 on 35 million and Dying Light with 20 million.

According to the latest figures, the original Witcher game has sold 10 million units, while its sequel, The Witcher 2: Assassins of Kings, has sold 15 million. When added to the staggering 60 million copies achieved by The Witcher 3: Wild Hunt, the core trilogy now accounts for over 85 million sales worldwide.

By providing these numbers, it's clear that the franchise's popularity isn't concentrated solely in the final chapter. While the company did not specify an exact total for each spin-off in the series, such as Gwent or Thronebreaker, the combined performance of the mainline games puts the entire Witcher franchise within striking distance of the 100 million-unit mark. This renewed momentum comes as the studio continues development on the next Witcher trilogy and a remake of the first game, alongside a rumoured fourth DLC for The Witcher 3…

KitGuru says: The commercial endurance of the first two Witcher games is particularly impressive given their age and platform limitations at launch. Seeing the first game hit 10 million and the second hit 15 million proves that there is a massive audience still discovering the roots of the series.

The post CD Projekt Red reveals Witcher franchise sales have surpassed 85 million first appeared on KitGuru.

Dark Fantasy RPG Legendary Tales Arrives On Quest

16 janvier 2026 à 23:50

Legendary Tales is a dark fantasy RPG with physics-based combat that's just out on Quest.

Almost two years after its initial release on PC VR and PlayStation VR2, Legendary Tales is available now on the Meta Quest 3 and 3S. We found it has "satisfying" physics-based combat across its extensive dungeon-crawling, with the promise of more than 15 hours of content. Fully playable solo or in online co-op mode, its quest-driven storyline can be experienced with friends from the beginning all the way through to the end. While no specific port features were mentioned, developer Urban Wolf Games mentioned the Quest version has “the most advanced system updates that are not released on PCVR and PSVR2 yet.”

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Akin to a Dark Souls experience in VR, the core gameplay mechanic of Legendary Tales is the exploration of loot-filled dungeons complete with skeletons, orcs, and challenging boss fights. Its focus on a hands-on crafting system allows players to collect materials to craft weapons, as well as dabble in alchemy to use various potions to aid in battle. The physics-based combat focuses on precise parrying to retaliate against enemy attacks and hopefully leave every encounter unscathed. Finally, its detailed skill tree gives a bevy of specializations as a rogue, mage, warrior, or a personalized hybrid build.

In a heartfelt Reddit post the day before the game’s release this week, the developer acknowledged the bad timing while also talking about their personal experience regarding developing for virtual reality and its challenges. A DLC expansion named “Dawn of History” with new items, maps, and enemies is expected later this year.

Legendary Tales is out now for Meta Quest, PS VR2, and Steam.

Reçu — 16 janvier 2026 1.3 🖥️ Tech. English

Google Fast Pair Flaw Exposes Hundreds Of Millions Of Bluetooth Devices To WhisperPair Exploit, Patch ASAP

16 janvier 2026 à 21:57
Google Fast Pair Flaw Exposes Hundreds Of Millions Of Bluetooth Devices To WhisperPair Exploit, Patch ASAP Users of Bluetooth accessories beware—a vulnerability was found in the commonly-used Google Fast Pair standard in August of 2025, and an active exploit dubbed WhisperPair is out in the wild. The WhisperPair exploit allows for attackers to track and pair with victim's devices, and once paired, an attacker can listen to and record private conversations

ASRock's New Rock Series Motherboards Go Hard With Wi-Fi 7, 64MB BIOS ROMs and More

16 janvier 2026 à 20:51
ASRock's New Rock Series Motherboards Go Hard With Wi-Fi 7, 64MB BIOS ROMs and More Can you smell what ASRock is cooking? Tired wrestling references aside, what ASRock is cooking looks pretty darn tasty — especially for something called "Rock". Four new motherboards in a new family are the inaugural components, which include the Socket AM5-based B850 Rock Wi-Fi and the LGA 1851-equipped B860 Rock Wi-Fi, both available in

Windows 11 Update Breaks Shutdown On Some PCs, Here's The Workaround

16 janvier 2026 à 20:49
Windows 11 Update Breaks Shutdown On Some PCs, Here's The Workaround Users of specific versions of Microsoft's Windows 11 can no longer properly shutdown or enter hibernation, and are instead being forced to restart unless the correct Command Prompt command is made, as part of the latest update to Windows 11 Version 23H2. The versions of Windows 11 impacted by the issue are Windows 11 Enterprise and Windows

ARC Raiders Dev Confirms New Maps For 2026 And Some Will Be Massive

16 janvier 2026 à 20:36
ARC Raiders Dev Confirms New Maps For 2026 And Some Will Be Massive Arc Raiders was one of the breakout hits of 2025 and rack up an impressive number of players on Steam. The game has been able to keep its momentum going thanks to a steady stream of content drops, and developers Embark have revealed in an interview with GamesRadar+ that players can look forward to even more this year, including fresh maps. Virgil

ASRock X870E Taichi OCF Review

16 janvier 2026 à 22:06
Balancing daily driver credentials with potent overclocking features is no easy task, but ASRock claims to have blended its popular Taichi brand with tools focused on extreme CPU and memory overclocks. We'll see if it has truly mastered everything in just one PCB.

Analysts claim Stellar Blade has sold over 6 million copies

16 janvier 2026 à 18:00

Stellar Blade achieved a ton of success when the PS5 exclusive arrived back in 2024; doubly so once the PC version released a year later – setting records for the PlayStation-published action title on Steam. With a sequel confirmed and rumours that studio SHIFT UP is planning to port the game to additional platforms, we’ve now gotten more up-to-date sales data; with analysts claiming it to have exceeded 6 million copies sold.

As reported by the Korean publication DigitalToday, updated sales data from the (primarily mobile-focused) analytics firm Sensor Tower claims that SHIFT UP’s 2024 hack-and-slash Stellar Blade has sold an estimated 6.1 million copies since its launch on PS5 back in April of said year.

According to the report, the game has sold 3.7 million copies on PS5 and 2.4 million on PC – especially impressive given that the latter only arrived in June of 2025.

Stellar Blade
Million

Of course, it is worth noting that these sales figures should be taken with somewhat of a pinch of salt and will not be 100% accurate unless it comes from Sony or SHIFT UP themselves.

Officially, the last figures we got was back in June, when it was revealed that Stellar Blade had sold 1 million copies on PC in 3 days – pushing total units sold past 3 million.

Regardless, there’s no denying that Stellar Blade was a success, especially being the first console game from SHIFT UP. It will be interesting to see how sales continue to trend into the future, especially with rumours claiming that the game may be ported to additional platforms.

KitGuru says: Are you a fan of Stellar Blade? Did you play it on PC or PS5? What are your expectations for the sequel? Let us know down below.

The post Analysts claim Stellar Blade has sold over 6 million copies first appeared on KitGuru.

Tarzan VR Delisted: 'Renewing The License For This IP Is Simply Not Commercially Viable'

16 janvier 2026 à 19:00

Fun Train says it is not renewing its license to publish Tarzan VR from Edgar Rice Burroughs, Inc. and delisting the game from all platforms.

The Tarzan game was panned and earned a rare "avoid" rating from us in our review, titled "lord of the fumble." The publisher is dropping the game to $4.99 where they can until it's gone, claiming that if you buy it, it will "remain in your library and fully playable" after it is no longer for sale new. Fun Train "will not be supporting the game beyond Jan 31st 2026."

Fun Train is associated as publisher with The Exorcist VR and Twilight Zone VR as well as BlackGate and Jungle Man. BlackGate in particular is off to a strong start on the Quest Store after releasing late last year. Fun Train says its other games aren't affected.

'While we would like to renew the license and keep Tarzan available for new players, the current state of the VR market makes it increasingly difficult to keep legacy titles active across platforms." The email from Fun Train CEO Douglas Nabors notes. "With recent industry-wide studio closures and layoffs—particularly at Meta—it’s clear the market is under real pressure. At this stage, renewing the license for this IP is simply not commercially viable."

The game will no longer be for sale from January 31st on Quest, Steam, and PlayStation stores.

While we warned players to avoid this one and they did, I just spent $5 on Steam for the version of the game originally developed by Stonepunk Studios to keep in my library as a curiosity. What happens when I try to launch it on the Steam Frame in standalone? I'm not sure, but I wanted to have that piece of VR history in my library before it disappeared.

If you haven't had the chance to hear the song made for the Tarzan VR trailer, do give it a listen below before bidding farewell to "the lord of the fumble."

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