Despite the sales figures, fans have been vocal about the game's performance. Stuttering, frame spikes, and poor optimization have been common complaints, often attributed to the use of Unreal Engine 5. However, one fan on Reddit decided to take matters into their own hands and "vibe code" a fix.
Yes, people are now using AI to generate performance patches for games. User u/LTSharpe, posting on the r/ChatGPT subreddit, explained that they are a huge Oblivion fan who was struggling with the game’s performance despite running a high-end PC setup featuring an AMD 9070 XT, 32GB of DDR4 RAM, and a Ryzen 9 5800X processor.
Can AI really fix Oblivion Remastered's performance issues?
Opting to use Claude instead of ChatGPT, LTSharpe managed to boost the game’s average FPS by 37%. If you’re interested in trying the patch yourself, you can try the GitHub repository (using proper precautions, of course).
I played the Oblivion Remaster on Xbox, and even on that hardware, I noticed stuttering and frame spikes. While I’m usually cautious about how AI is used in development, I think this is a pretty clever use case, one that most people likely won’t mind.
Seeing someone take their framerate from 30 to a stable 60, while also fixing bugs that the developers missed, is impressive, even if an AI did the heavy lifting.
We are, of course, in the midst of an AI wave in the gaming space. Community-driven projects are cropping up everywhere thanks to these tools, whether it’s mashups between games or impossible ports. We’re seeing it all lately, and it’s enough for Xbox to take notice, having launched Xbox Labs to explore these emerging AI technologies.
Let me know if you agree or disagree with me on whether this is a good use case for AI. Both views are valid, so do share your thoughts in the comments, and be sure to take part in our poll below:
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Xbox Game Pass is, by far, one of the best deals in gaming. It gives players access to hundreds of titles at a relatively affordable price (at least after the price cut a few months ago), but PC Game Pass has always been tied to needing a Windows-based device. That meant handhelds running SteamOS were out of luck.
That has now all changed, thanks to Xodus Nexus, an independent and unofficial project that lets you natively play Xbox games on your Linux devices, including the Steam Deck and Steam Machine.
Could this convince Xbox gamers to switch to Linux?
You might be wondering how this works. Well, essentially, it lets you sign in to your Microsoft account, browse your library, and then use Proton as a translation layer to play your games natively on Linux.
According to the project documentation, you can browse the Store, install games you own or access through a subscription, and play with one shared runtime. Xbox sign-in and cloud saves are also available for supported games.
Right now, it can’t play every Xbox game on Linux, but the list so far is still impressive. It includes titles like Gears of War: E-Day, Deep Rock Galactic, Minecraft Dungeons II, Forza Horizon 6, No Man’s Sky, Doom: The Dark Ages, and Sea of Thieves, all with the usual Xbox bells and whistles and multiplayer support.
The full list of compatible games can be found here.
I always hoped Xbox would release their games on Linux at some point, though I understand how that could be a bit counter-intuitive to Xbox’s plans for Windows and their own gaming hardware. Despite Linux being home to a small number of players, it’s still a competitor in the space. And well... Xbox porting to competing hardware didn’t really go over all too well last time, with Xbox consoles now returning to exclusivity.
Still, seeing community projects like this is great, and I hope to see the project continue to expand. The Steam Deck used to be a great bit of kit, at least before the price hike, and whilst the Steam Machine seemingly released, never to be spoken about again, it is still awesome to see the community tackle Game Pass on hardware it was never meant for.
Do let me know: do projects like this mean you’d switch from Windows to Linux, or is it more of a novelty? Let me know in the comments and be sure to take part in our poll!
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Gears of War: E-Day has come and gone, and the game appears to have been a success. At least, that’s what the reports suggest, and ot’s hard to deny that people are genuinely enjoying it.
Critics and players alike have praised both the campaign and multiplayer modes, and if you haven't already you should check out our review here. As for E-Day, we’ve already started to see mods crop up on PC, including one that turns your entire squad into characters from Halo. Letting us see Noble Team and the Master Chief in E-Day, and having them look as good as they do is fantastic.
The short demonstration uploaded to YouTube has seriously made me consider dusting off my Oculus Quest 2. But perhaps more surprisingly, it has made me want a first-person Gears of War game. To some, that might seem sacrilegious, but hear me out. Gears has already expanded into turn-based strategy, and I’m a firm believer that Xbox needs to do more with its IP. Experimenting with different genres is a smart move.
Halo is the perfect example of a mishandled IP. It should have been expanded into third-person shooters, horror, and other genres long ago. I think Gears of War could equally be turned into a first-person horror game set around the Locust.
E-Day does a fantastic job at making the Locust a terrifying threat. Seeing that unfold from a different angle would be incredible.
For now, though, fans will have to make do with the virtual reality community project, which is extremely impressive in its own right.
With that said, let me know your thoughts. Would you play a virtual reality Gears game, or even a first-person one? Leave a comment down below and be sure to take part in our poll!
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Fans of Euro Truck Simulator 2 and American Truck Simulator are getting another new wheel to consider in 2027. It comes from Chinese brand, PXN, that already has a healthy ecosystem of racing wheels, flight sticks, and other assorted hardware for simulator fans.
The W TS may still be a little way off actually launching, but I spotted one at the SimRacing Expo in Frankfurt, where PXN was exhibiting. It was a non-working model, as in, I only got to see it on a table, but first impressions are pretty good.
I've really been getting into the truck simulator games this year, and moving onto a wheel for it is the next step. One thing that immediately stands out with PXN's truck wheel is the price I was told to expect it at.
I was told they're aiming around the €160 - €170 mark, which would undercut the existing competition by a good amount. It doesn't feel cheap, though, despite targeting a lower price.
All the trucking buttons you can shake a stick at. Windows CentralAll the trucking buttons you can shake a stick at. Windows CentralAll the trucking buttons you can shake a stick at. Windows Central
The design is "Scania-influenced" which, without a license, is as close as it can get. I've also never driven a real Scania truck, so I've got no point of reference. But the wheel is trimmed entirely in leather, and it feels really soft and high-quality.
It's a typical 400 mm wheel design for truck driving and is packed with 34 buttons to do all of the things you want to do with your virtual truck cockpit. You would assume that it'll be plug and play with both SCS truck sims, since these are the target audience.
Obviously without actually using it, this is just a very quick first impression. But first impressions are good. The horn is nice and clicky, perfect for some virtual road rage.
It also looks like PXN will be selling a complete bundle to get you ready to start trucking. It'll include a set of Hall Effect pedals, a 6 nm direct drive wheelbase, and a clamp to adjust the angle so you can go full, authentic trucker. But I don't know how much this bundle is going to cost.
It's a big, chunky boy, but I can't wait to try it out. (Image credit: Windows Central)
PXN is also pretty good at supporting other companies' wheelbases, so there's a good chance you'll be able to use it on your existing setup.
From what I've experienced of PXN hardware so far, it's a definite contender for the more budget-conscious, but without having to give up on features. The company has also debuted some more serious wheelbases, but for trucking, especially beginners, 6nm in the planned bundle will be plenty.
I'm also told that the PXN W TS is targeting a Q1 2027 launch. So you can't treat yourself for Christmas, but it's not too long to wait.
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This PC case from Thermaltake isn't a brand-new release; it's already been on sale for a little while. But hanging out at the SimRacing Expo in Frankfurt, I stumbled across it for the first time and instantly fell in love.
It's called the Retro 360, and for obvious reasons. Thermaltake has fully embraced beige nostalgia, with a PC case that looks the part while still being suitable out of the box for modern hardware.
I've long considered the idea of putting my PC into a classic case, but being terminally lazy, I think I've just found the solution. A PC case that's built for modern hardware (and that shows it off) while having an aesthetic that reminds me of some of the earliest Windows PCs I used.
All the beige, but modern. Windows CentralUnlike a true retro case, you don't have to retrofit modern connectivity. Windows CentralIt's built for all the latest (and thickest) graphics cards. Windows Central
I think that's what makes it for me. I love the retro styling, and I love that it doesn't need modifying to fit my RTX 5090 inside it properly.
The CD ROM and floppy drive impressions on the front of the case are just that. Inside the Retro 360 there is no capacity to install an optical drive at all; it's just for show. But you can also substitute it for Thermaltake's 6-inch display panel if you like your retro look with a modern twist.
It supports ATX motherboards, including those with rear-facing connectors, and up to a 360 mm radiator in either the roof or at the side of the motherboard. There's also space for three 120 mm fans above the PSU compartment, sucking air in from the bottom, and another pair of 120 mm or 140 mm fans mounted to the front panel.
It's not a particularly large PC case, but it has serious capacity for cooling. And large GPUs.
The other bonus over an actual retro case is that the front panel IO is all modern, too, without having to retrofit anything. In this case, USB-C 3.2 and USB Type A 3.0.
CRT's were peak monitor design. (Image credit: Windows Central)
Another retro-themed bit of kit you can add into your modern but old-school-looking PC build is Thermaltake's Retro 360 Ultra AIO cooler. It matches the beigeness of the PC case on the fans and the radiator and has a CRT-style LCD display that sits atop your CPU.
The display can be customized with just about whatever moving imagery you want using the companion software. But it has to be something retro, right?
All in all, I just love the mix of old and new. Thermaltake PC cases have often stood out to me (and I have owned some in the past) as products where the visual appeal matters as much as the features.
It hits the right mark without trying to do too much and is designed to easily house the latest and greatest hardware. The price point is also as enticing as the design.
The Retro 360 Case comes in at $89.99, which is perfectly reasonable for all this beige goodness. There's also a slightly smaller version, the Retro 260, for microATX and miniITX builds. This one also costs a reasonable $79.99.
Were it not for the business of getting a PC case onto a plane, I'd be going home with one. But I'm pretty positive I just found the new PC case I've been looking for.
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I can't recall the last time I took a road trip or flight without my trusty Steam Deck in tow. It's just too convenient to slip into my backpack alongside a thin and light work laptop that doesn't stand out in professional settings.
That trend ends this weekend.
I have a 10-hour round trip to contend with, and after playing around with Lenovo's Pro 9n laptop powered by NVIDIA's new RTX Spark chip this past week, I'm ready to make it earn its accolades.
Can it really be my one-stop device for AAA gaming AND for work, just like what was advertised countless times in the lead-up to launch? Here's what it needs to prove to me.
What the RTX Spark platform needs to prove on a 10-hour trip
There are several key points that I want to confirm, and a 10-hour road trip seems like the perfect testing ground as I work on a full review of the Lenovo Pro 9n.
There are some areas where I do expect the RTX Spark platform to fall short, which I've also noted below.
Is ray tracing worth turning on when I'm not near an AC adapter?
The Surface Laptop Ultra is another RTX Spark laptop, and I've seen how well it handles gaming on a charger. What about battery? (Image credit: Future)
One of the RTX Spark platform's biggest selling points is its Blackwell-class RTX GPU supporting all of NVIDIA's latest upscaling and frame-gen goodies.
That doesn't bode well for efficiency, but I'm curious to see if I can dial it in by lowering settings like resolution or refresh rate. I really want ray tracing to be a worthwhile option without AC power.
Can I replace two devices with one?
Not having the Steam Deck and its bulky case in my bag should free up a lot of space. (Image credit: Miles Dompier | Windows Central)
Is having everything contained within the same PC actually simpler? Long-time gaming laptop users will probably say yes. Heck, I'd lean towards an affirmative if I wasn't testing it out myself this weekend.
But there are two sides to this question.
On one hand, it's nice to have a dedicated gaming device that I can put away when it's time to focus on work. On the other hand, I'll have a lot more room in my bag without an extra charger and an encased gaming handheld. A standard controller is much easier to slip into my bag.
The Pro 9n will have to handle any work I throw its way and be ready to switch to gaming on the fly, all while balancing heat and battery life.
Can the battery survive a real travel day?
The Witcher 3: The Wild Hunt Remastered looks gorgeous with ray tracing enabled, but it eats battery a bit too quickly. (Image credit: Future)
The Steam Deck, and any gaming handheld for that matter, can be extremely efficient or inefficient depending on the game you're playing. The same ultimately goes for RTX Spark laptops.
Considering I plan to split time evenly between work — involving writing, hotspot web browsing, photo editing, etc. — and gaming, I'm hoping that one or the other doesn't leave me out to dry.
I do have the ability to plug in if required, and that will be another test of how much heat is created in a cramped cabin as the battery recharges.
Where I expect my RTX Spark laptop to fall short
Gaming handhelds are ergonomic, comfortable, and don't produce a lot of heat. A lot of that goes out the window when using a 15.3-inch laptop.
Sure, I'll have an ergonomic gamepad in hand part of the time, but I'll need to keep the laptop on my lap while gaming. Will it get too hot to handle? Will I feel too cramped in my seat? In those cases, I'll no doubt be wishing for my Steam Deck.
What I need from you
My testing results from this weekend will inevitably end up in my full Lenovo Pro 9n review that I'm already working on, and act as the most compelling evidence as to why I did (or didn't) give up my Steam Deck for an RTX laptop.
I'm more than open to other suggestions on how to test the gaming/work balance on the RTX Spark platform. I urge you to drop your most pressing questions in the comments section below, and I'll do my best to address them.
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It seems like 2026 is the year of the achievement overhaul. Just as Xbox continues to revamp its achievement system, streamlining the experience across PC and Xbox and adding Mythic Achievements into the mix, Valve is also getting in on the action and rolling out Steam Achievement Sets.
Currently live in beta, this new achievement system completely changes how games handle base achievements versus post-launch DLC expansions, as well as season updates and new game modes. Completionists who have had headaches with these systems for decades can rejoice!
So what are Steam Achievement Sets anyway?
ValveValve
So you've poured 80 hours into a game to hit the 100% achievement mark, then merrily moved on to another game. Only to come back later and see your shiny 100% completion is now 80%. The game released new DLC, and you are now compelled to play it to get that 100% back.
Anyone who's played Vampire Survivors or the RE4 Remake can attest to this pain, though I don't really mind and enjoy the new challenge. Valve, however, is solving this issue with a new system that lets developers group achievements into distinct "sets."
Base game achievements are kept seperate from post-launch DLCs or extra mode, meaning if you 100% the base game you keep your base game completion ribbon regardless of what is added later on.
Beyond seperating DLCs, Valve is ontroducing a few other quality of life upgrades to it's achievement system.
Archived Achievements: Developers can now officially archive dead, broken, or retired achievements. Archived achievements remain visible on the profiles of players who unlocked them, but won't block new players from achieving a 100% completion badge.
Separating Campaign from Multiplayer: Developers can split single-player and co-op/multiplayer into separate sets. This is a massive win for titles like Portal 2 or Ghost of Tsushima, where dead servers or tacked-on online modes have blocked solo players from earning completion badges for years.
Sub-ribbons & cleaned-up UI: Unlocking full sets earns distinct sub-ribbons, making massive achievement lists (like Payday 2 or Master Chief Collection) far less laborious to navigate.
Some notable concerns
ValveValve
Overall, the changes have been received positively, but developers could add seasonal or time-limited event sets to games that embrace FOMO mechanics, though I think the archiving feature Valve is proposing mostly solves this. As long as the event is archived after the fact, latecomers can still 100% the game without being walled off.
The update also removes overall Average Game Completion % from profile showcases, a metric many hardcore completionists have built up over the years. Completed game counts have also been replaced with completed sets, meaning a game with 16 sets, such as Team Fortress 2, that has a whopping 520 achievements could artificially inflate a profile's stats compared to a game with just one set. Hopefully these are issues that can be ironed out or addressed during the beta phase.
Will Developers actually use the new achievement sets?
(Image credit: Jennifer Young - Windows Central)
Because Steam has historically given developers total freedom and few rules, Achievement Sets' success relies on studios manually opting in via Steamworks. Fortunately, smaller developers are already praising how easy it is to set up. The founder of Arcen Games (Heart of the Machine) has already noted on Reddit that categorizing 100 achievements into a DLC set took less than 10 minutes.
How are you feeling about the update to Steam Achievements? Do you welcome the new structure to our virtual trophy cases, or could you not care less once you complete a game? Let me know in the comments!
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I will admit that it is impressive on paper. Steam takes roughly 10 seconds to boot, while Epic’s new launcher clocks in at around five seconds. At least, that’s what Epic says, and that was likely true 48 hours ago. But on the same day Epic decided to vibe code their way to success, Valve had already decided to update Steam.
As for Epic’s launcher itself, it does look rather buggy, though it is still a work in progress. I don’t have the technical know-how to know or understand what they’re cooking under the hood, and I imagine neither do the people making it, since the code is written by AI.
I'm joking, of course, but as silly as people make vibe coding seem, I do wish Epic the best in making a better launcher. At the end of the day, all we can hope is that it will push Steam to be better too, because competition is good for the industry.
I would love to see a battle of the launchers, including Xbox, which is in the middle of releasing a new and improved launcher. My colleague Jez Corden recently broke news about it, and I must admit that launcher is looking better than what we have had to put up with from the current Xbox PC app, which by all accounts is awful.
Do let me know your thoughts on the battle of the launchers. Do you appreciate Epic’s vibe-coded efforts, or will you be sticking to another launcher? Let me know in the comments and be sure to take part in our poll!
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The original game launched in 2011, and after some 15 years of availability, it sits at a Very Positive rating on Steam with more than 22,000 user reviews. The game's new "Complete Edition," which launched on October 13, 2026, has already received more than 1,850 user reviews.
The problem? The enhanced version has fallen to an Overwhelmingly Negative rating on Steam, which is often a death blow from which a game never recovers.
Digging into the sea of red reviews, it appears that plenty of gamers were already disappointed in the remake's quality before anyone looked closely enough at player cards to notice some undisclosed use of AI.
Plenty of reviewers have called out the game-breaking bugs, the poor performance, and the "countless graphical issues," including dreadful lighting and HDR. I could go on.
You be the judge — does the Complete Edition screenshot look like it was upscaled using AI? Why does it suddenly look like the front of a Mercedes rather than a mustachioed soldier? Let me know what you think in the comments section below.
Gamers are used to slop ... just not AI slop
Total War: SHOGUN 2 Complete Edition sits at an Overwhelmingly Negative rating on Steam. (Image credit: Valve)
What's really sticking with me is how gamers have approached the relaunch of SHOGUN 2. At this point, I think many of us have been around long enough to not be surprised when a remake gets botched.
I was there for Warcraft 3: Reforged tragedy. I remember when the Grand Theft Auto: The Trilogy remake launched to backlash. AI had nothing to do with these games.
This time, though, the Total War and Shogun 2 subreddits are flooded with posts focusing on the poor quality of AI upscaling. It extends well beyond the one Mercedes-face soldier, with gamers posting images of six-fingered characters, wonky hands, odd faces, and more.
I don't think saying there's more focus on the AI aspect than the actual bugs and glitches is too far out there. And I'm definitely not saying that fans of the series have their gripes in the wrong place; I'd be upset too if one of my favorite games was given this treatment. It's just interesting to see how the outcry falls into place.
Remasters don't have to be low-quality cash grabs
The Witcher 3 remastered is a glorious upgrade, free for any owners of the original game. (Image credit: Jennifer Young - Windows Central)
What makes it so great? Well, it's completely free for anyone who already owns The Witcher 3. It doesn't overwrite the original game (great news for people like me who still game on a Steam Deck). And it comes with a host of quality-of-life fixes, upgraded graphics, and more.
It's about as good a remake as you'll find, and a far cry from the $40 Total War: SHOGUN 2 entry from this week.
For those who have played the game, is it really as bad as the reviews are making it out to be? Would it not have such an aggressively bad rating if not for the alleged undisclosed AI upscaling? Let me know in the comments section below!
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I had no idea that Ben Affleck is such an avid PC gamer. The mega-star from countless Hollywood hits recently appeared on the Happy Sad Confused podcast hosted by Josh Horowitz, where he revealed that he spent years doing nothing but playing PC games shortly after becoming famous.
Affleck says, "There was a game called StarCraft that probably took the most life out of me. [...] I had just gotten famous, and all I did was stay home for three years and play StarCraft." Yeah, I'd say we have a gamer on our hands here.
Good Will Hunting, the movie that Affleck co-wrote and starred in alongside Matt Damon, won two Oscars at the 1998 Academy Awards, propelling him into stardom. Just a couple of months later, the real-time strategy gem StarCraft launched in March 1998.
Other long-time PC gamers no doubt recall StarCraft's intense launch, which saw about 1.5 million copies ship in the first nine months. It was the best-selling game of the year, and I can recall that it was practically the only game my friends and I could talk about for months after its release.
We have a PC gamer here, and his name is Ben Affleck
Affleck's video game history didn't quite start with StarCraft, although it might have been the most affecting in the young actor's life.
He states that he was playing DOOM "endlessly, for hours," before and while he was working on Good Will Hunting. Maybe that's where some of the jokes about Damon and Affleck's shared (but skewed) workload on writing the movie originated.
I remember writing and taking these long breaks to play DOOM. I can't believe it's been out that long.
Ben Affleck (Happy Sad Confused podcast)
Going back even further, Affleck says he played Donkey Kong, Tetris, and Ms. Pac-Man for "tens of millions of hours" in arcades and at home. He still has a Ms. Pac-Man arcade cabinet at home.
Affleck admits that he still enjoys PC games today, albeit from a slightly different angle than all those years ago. He enjoys 2K and Madden titles for a sports fix, which he plays with his son. He calls Valorant "a great game" that has one major problem: "I just get f***in' rocked."
As an adult who has attempted these types of competitive shooters, I can relate to him accusing young gamers with incredible reflexes of being cheaters. Hearing Affleck's imitation of getting cussed out by online squeakers is hilarious. The video game question comes up at about the 54-minute mark of the podcast.
An official screenshot grabbed from StarCraft Remastered. I think I might have to give it a shot. (Image credit: Blizzard)
Affleck also comments on how real-time strategy PC games have regressed in popularity over the years.
"I like those real-time strategy and civilization-building styles, which have sort of gone out of style."
All this talk about StarCraft has me thinking it's time to install it once again. I've yet to give the remastered version a try, and the game's voice lines are bouncing around in my head. Anyone up for a quick match?
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Gears of War: E-Day modding is here, and as a Halo fan, I’m quite pleased with what’s already on display. It hasn’t even been a week since the game’s full release, but creator @WH40kWorkshop, who is known for mods for Warhammer 40,000: Space Marine 2, has turned their eyes to Gears of War. Their first mod, Incursion (PC Only), replaces the character models for the main cast.
Of course, if you’re a Warhammer fan, you can swap Marcus, Dom, Lucas, and Mags for Space Marine characters. But what excites me more is that you can replace the entire cast with the Noble Team from Halo: Reach. The only exception is Noble 6, who is instead replaced by Master Chief.
It doesn’t stop at Warhammer and Halo, either. You can also become a Stormtrooper from Star Wars, or what seems to be (I haven't tested it myself just yet) any other character from E-Day’s campaign, including Tai, and more.
For now, other mods don’t do much. You can find improvements to the HUDs and several mods that claim to improve performance, though I haven’t tested those either.
If you want to install the mod, follow these instructions:
Navigate to Gears of War: E-Day’s installation directory (this will vary depending on whether you’re using Steam or Xbox PC).
Copy the contents of the mod folder directly into the game’s installation directory and click Merge if prompted.
The mod should work when you next load up the game.
Gears of War: E-Day is a great game. I actually managed to finish it on Insane with a friend and even got all the collectibles, which just shows how much I enjoyed it. For little mods like this, I think they’re great, and I do hope we get official skins at some point in the future. Whilst mods like this aren't essential, it’s just good fun to see Master Chief killing hordes of Locust.
In any case, let me know your thoughts on E-Day and this mod in the comments, and don’t forget to take part in our poll!
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PC gaming has become an expensive hobby; I'm experiencing that firsthand. Still, hardware occasionally drops to a more sensible price, and it can happen where you least expect it. Walmart's 'Deals & More' event is still live, running until October 11, and I spotted some tempting discounts for gamers.
Indeed, we already passed the cutoff for Amazon's 'Big Deal Days' pseudo-Prime Day tease, but Walmart constantly surprises me with how much PC hardware it stocks. If you're looking for a new portable rig or just an upgrade to your existing desktop, I've hand-picked a few obvious winners, like MSI's RTX 5070 gaming laptop for $1,349.00, down from $2,099.00.
"Capture every movement with the sharp and smooth 144Hz IPS-Level display."View Deal
MSI is synonymous with these kinds of events, almost always appearing with more affordable gaming laptops. The 15.6-inch Cyborg AI gets its name from the AMD Ryzen 7 260 processor, which includes an NPU for local AI tasks, though its other hardware is far more interesting.
You'll get an FHD (1080p) display that supports up to a 144Hz refresh rate, backed up by NVIDIA's GeForce RTX 5070 mobile GPU and the DLSS upscaling technology that helps it reach those kinds of matching frame rates. Essentially, it's a mid-range gaming laptop that's fallen below its typical price range.
Its 1TB SSD has plenty of space for games, and 16GB of DDR5 RAM is a good match for its components, all packaged in an RGB-laden chassis. Wi-Fi 6E means fast wireless networking, though you can always rely on the included Ethernet LAN port for the fastest possible wired speeds.
"Game even faster with the SANDISK Optimus GX 7100 NVMe SSDs with PCIe 4.0 boasting Sequential Read/Write speeds up to 7,250/6,900 MB/s."View Deal
If you already have a gaming laptop or a desktop PC with limited storage space, you could always upgrade it to a hefty 2TB with the Optimus GX 7100 for $399.00. It's a PCIe Gen 4 drive, which is about as common as it gets, though it'll still work in a PCIe 5.0 socket if you don't need anything faster — and frankly, most of us don't.
"This 27-inch (2560 x 1440) monitor combines jaw dropping specs including an QD-OLED panel that supports blazing-fast 240Hz refresh rate."View Deal
And, once again, I'm advocating for 1440p monitors as the best balance of clarity and value. At 27 inches, this $269.00 Acer Nitro QD-OLED display offers up to a 240Hz refresh rate, which is arguably more beneficial than pushing higher resolutions. I've seen enough QD-OLED panels to know that the increase in contrast is totally worth it over IPS LCD, if you can stretch your budget for it.
Peripherals make for the best value upgrades
Razer's Viper V3 HyperSpeed wireless gaming mouse. (Image credit: Windows Central | Zachary Boddy)
"Delivers up to 280 hours of high-performance gaming battery life on a single AA battery, supporting intense scrimming and tournament schedules."View Deal
"Equipped with Hall Effect sensing sticks, offering a lifespan of up to 5 million cycles, precise feedback, and wear-resistant rings to prevent drift."View Deal
Sure enough, sometimes all you need is a new mouse or a controller. It depends on how you play; if you're mostly sticking to cloud gaming, then the $39.99 GameSir G7 HE joypad is a wired option with drift-proof Hall-Effect sticks that should last for years and years.
In the System RAM section, which covers the spread of how many gigabytes are in use in a single PC, the three segments directly above 16GB grew. While 24GB and 48GB only climbed by 0.34% and 0.26% respectively, systems with 32GB of RAM jumped significantly, up 4.77%in September to hit a total of 42.22% of all polled Steam users.
The rise of 32GB systems had a direct impact on the 16GB section, which actually fell by 3.38% to land at 37.82% overall. This swing has placed the 32GB segment well in the lead.
Why are there now fewer PCs with 16GB of RAM than 32GB of RAM?
A look at Kingston Fury RAM installed in a desktop PC. (Image credit: Future)
What's going on here? Shouldn't the segment of gaming PCs with less RAM be growing? You'd think so, but that's not the case at all. Systems with 8GB of RAM fell by 0.99% (despite the host of new Windows laptops shipping with that exact amount), while 12GB PCs also fell by 0.29%.
Looking at other sections of the Steam hardware survey, there were some other significant jumps in September. NVIDIA RTX 5060 Ti adoption rose by 1.46% to hit 3.87% overall, with the RTX 5060 pulling in another 1.22% to hit 4.20% overall. The RTX 5070 saw the biggest climb at 2.30% to hit 5.86% overall.
Elsewhere, total hard drive space above 1TB rose by 3.79%, and 1440p displays also climbed by 5.18%.
These are larger swings across segments than I'm traditionally used to seeing, which generally means that something is going on behind the scenes. Checking out the Language section of Steam's survey, the share of Simplified Chinese users indeed grew by 7.42% in the same month.
If I were a betting man, that's where I'd put my money. An influx of new Chinese players with rather high-end systems could have skewed Steam's numbers. I'm not saying this accounts for all of the changes, but it certainly aligns with the major swings.
It wouldn't be the first time the Steam survey has had some noisy elements that stand out.
No, I don't think these swings are natural at all. (Image credit: Valve)
That's exactly what I'm expecting to happen with next month's Steam hardware survey, at least unless users are actually gobbling up expensive 32GB RAM kits and RTX 5070s at a far healthier pace than I imagined.
I've been keeping an eye on memory prices this week as it collides with Amazon's Prime Big Deal Days, and there's honestly not much to talk about. RAM is still stupid expensive, even with "discounts," and I don't expect anything much to change despite the promos happening at major retailers.
Do you agree that the major swings in Steam's September hardware survey are likely caused by an influx of Chinese players? Or do you think there's something else going on in the world of PC building? Let me know in the comments section below!
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Razer's Tartarus is one of the weirdest 'keyboards' I've ever seen, yet I can't help being drawn to its strangely alluring ergonomic design. I remember seeing the Nostromo and Orbweaver come and go over the years, acting as similarly odd keypads with a niche appeal I assumed only benefited MMORPG nuts. I don't play World of Warcraft. At best, I dip my toes into RuneScape.
So, why did I want to try the Tartarus V2 Pro after its surprise announcement earlier this September? There's just something about its wrist rest, combined with the curved shape, that appeals to my wrists, which spend most of the day attached to a low-profile productivity keyboard. If I'm playing half of my games on a keyboard, I might as well be as comfortable as possible.
Razer provided a sample but did not see, nor did it have any input on, the contents of my article before publishing.
How much does the Tartarus V2 Pro cost?
Look out for the boxed Tartarus V2 Pro in physical stores. (Image credit: Ben Wilson | Windows Central)
Razer sells the Tartarus V2 Pro for $199.99 MSRP at its official storefront, with a functionally identical variant available for £199.00 at Razer UK. Regional keyboard layouts don't apply to this unique keypad without traditional lettering glyphs, so US imports should work if you can't find one in your country.
As usual, Razer also lists the Tartarus V2 Pro for $199.99 on Amazon, and again, a model for Brits appears for some extra pennies at £199.99 on Amazon UK. At launch, availability seems better if you order directly from Razer itself or head to a physical RazerStore, should you have one nearby.
For comparison, the original Razer Tartarus launched in 2013 for $79.99, followed by the Chroma in 2015 for the same $79.99, then the V2 in 2017 for $99.99, and the Pro in 2019 for $129.99. Years later, we now have the V2 Pro in 2026 for $199.99, or you can still pick up the first Pro for $129.99 on Amazon.
Razer Tartarus V2 Pro specifications
Component
Spec
Switch
Razer Analog Optical Switch Gen-2 (Linear)
Lighting
Razer Chroma RGB
Memory
Hybrid on-board storage for up to 3 profiles
Connectivity
Detachable Type‑C cable
Extras
Fully-adjustable ergonomic wrist rest
"Grasp the true meaning of command with the Razer Tartarus V2 Pro — our most advanced analog optical gaming keypad."View Deal
What I like about the Tartarus V2 Pro
It's definitely faux leather, but the wrist rest feels great. (Image credit: Ben Wilson | Windows Central)
The Tartarus V2 Pro feels like Razer's high-end gaming keyboards, with each linear keypress matching the response of the analog optical switches I've seen in similarly premium examples like the Razer Huntsman V3 TKL 8KHz. That big cluster of 27 keys exhibits smooth travel and defaults to a traditional 'WASD' layout that mostly fits my muscle memory.
Two buttons on the wrist rest let me adjust its distance and angle, though I immediately felt quite comfortable with it at its default, shortest setup. It's significantly more comfortable than any other keyboard-and-wrist-rest arrangement I've used to date, and my fingers fall quite naturally on the textured, double-shot PBT keycaps (they'll never fade).
Similarly, decades of PC gaming mean my thumb naturally rests between the big, shiny 'HyperShift' button — which can trigger a second layer of commands, like a regular keyboard shift key — and the new, drift-proof TMR thumbstick. I can rebind that HyperShift button to any other command I like, and I'm already considering using it as a spacebar replacement. So far, so good.
Key press depth is displayed on the right side.Ben Wilson | Windows CentralRazer includes two interchangeable thumbstick caps.Ben Wilson | Windows Central
On the right, a strip of LEDs lights up in sequence to show how far I've pressed a key, including its initial actuation point and maximum depth. That adjustable actuation is part of Razer's whole pitch for the Tartarus V2 Pro, meaning I can dictate exactly how sensitive the keys are. Beyond that, 'Snap Flex' lets me bind other inputs to trigger when I release specific keys.
(In Euro Truck Simulator 2) I can bind the W key to an analog accelerator pedal and press it lightly to creep through low-speed areas. Clever.
Indeed, while it's obvious at first glance that this thing offers a lot of keys, it's not quite accurate. In reality, you get a sh—load of keys. Maybe more theoretical keys than I could ever use. Nevertheless, the first hours were quite exciting as I pondered potential keymap layouts for specific games, with space for 24 configurable keymaps across 3 profiles inside Razer's Synapse app.
The more I learned about analog optical switches, the more I like them, particularly because I can bind a controller trigger to a key for a gradual response. Yes, I know the Tartarus was made for MMORPGs first, but there's more fun to be had. For example, building a profile for Euro Truck Simulator 2 means I can bind the W key to an analog accelerator pedal and press it lightly to creep through low-speed areas. Clever.
Does the Tartarus V2 Pro have any issues?
The TMR thumbstick is technically great, but I'd have preferred an analog optical key for my thumb to use. (Image credit: Ben Wilson | Windows Central)
The meat of my grievances relates more to Razer's Synapse software than to the Tartarus V2 Pro's design, but there are a couple of physical oddities worth noting as a first-time user who only saw photographs of its predecessors with a single key under their thumbstick. For most of my testing, it felt like there was nothing for my thumb to do.
Of course, Razer intends to match its high-end keyboard switches by offering the TMR thumbstick, but that doesn't gel with decades of spacebar-mashing habits that my thumb muscles expect. So, even though I mapped the big, round HyperSpeed button to the spacebar for that very reason, it still doesn't feel quite right during gameplay.
It's the clicky response of that HyperSpeed button — which feels more like the shoulder bumpers of your average Xbox controller — that clashes with the ultra-smooth linear action of the keypad. There's a tactile mismatch, and on top of that, I can't stop the Tartarus V2 Pro from switching off the RGB key lights when I press the HyperSpeed button, no matter what it's bound to.
Synapse is good for the most part, but I'm eagerly awaiting a thumbstick orientation update. (Image credit: Razer | Windows Central)
The rest of my concerns with the V2 Pro are solvable through firmware updates and tweaks in Razer Synapse. Easier fixes would include a patch for a bugged 'switch off lighting' timeout function that leaves the keypad illuminated as long as I'm using my PC, because it still detects my primary keyboard in use. Unruly backlighting should be an easy thing to fix.
If I stretch my thumb toward my monitor to mean 'forward,' the Tartarus V2 Pro thinks I'm moving right, so I have to move it literally, vertically upward.
Most egregious of all, and one I hope Razer fixes as quickly as possible, is that I can't realign the inputs for the TMR thumbstick. Right now, if I stretch my thumb toward my monitor to mean 'forward,' the Tartarus V2 Pro thinks I'm moving right, so I have to move it literally, vertically upward to gesture 'forward.' It's bizarre, and something Valve's Steam Input can already solve.
Similarly, the thumbstick is strangely mapped to a controller's right stick by default. Since the Tartarus is built so purposefully around the left hand, traditionally reserved for in-game movement, it feels like a similarly odd decision. I found little use for the thumbstick unless a game offered a 'southpaw' option to switch the left and right sticks. Razer is working on it.
Is the Tartarus V2 Pro good for accessible gaming?
Razer's ergonomic Tartarus design appeals to more gamers than it might have expected. (Image credit: Ben Wilson | Windows Central)
It wouldn't surprise anyone to hear that this alien-looking keypad, polling at 8KHz with custom-designed switches, was built first for hardcore PC gamers. However, the benefits of Razer's esports-centric tech, like Rapid Trigger and Snap Flex, coincidentally appeal to those with accessibility needs, including my wife and her overextendable joints.
She's a newfound World of Warcraft fan who mostly relied on the Xbox Adaptive Joystick for over a year, until Blizzard started improving controller support for WoW. That hasn't stopped her from eyeing up the Tartarus over the years, and after testing how adjustable the smooth analog optical switches are on the V2 Pro, I'm certain she'll find it comfortable.
On top of that, Rapid Trigger means she doesn't have to lift her finger entirely off a key in order to activate it again, and can reset an input with the slightest upward movement. Pair that with Snap Flex to bind commands at the point of a key release, and she'll barely have to move her hand at all. Snap Tap is useful, too, but mostly for me and my love/hate relationship with Counter-Strike 2.
Should you buy the Tartarus V2 Pro?
It's a long-awaited update, but anyone who owns the V2 will likely be satisfied already. (Image credit: Ben Wilson | Windows Central)
You should buy this if ...
✅ You play MMORPGs/MOBAs like World of Warcraft/League of Legends
✅ You want a combination joypad/keyboard gaming solution
You should not buy this if ...
❌ You already own a previous model of the Tartarus
My interpretation of the Tartarus V2 Pro is that it's almost immaculate, dulled only slightly by software-centric gripes that can be fixed with app patches, along with relatively small design changes that make me compare it so closely to its predecessors. If you're into games with a huge number of abilities and the rotation orders around them, you'll likely love it.
At launch, I'm puzzled by Razer's choice to make the TMR thumbstick default to acting as a right-side thumbstick for looking around in games, and its insistence on pointing the stick up to the sky to move forward is equally strange. Again, both should be solved with Synapse software updates, and by then I'd be more tempted to incorporate the otherwise excellent thumbstick into my own flow.
Ultimately, the analog optical switches powering the 27 keys are legitimately brilliant, and probably the first time I've genuinely cared about adjustable actuation in a keyboard. Basing it around a command center for your left hand makes the whole prospect far more appealing, though you might miss the lone key that used to sit below your thumb. Still, plenty of other keys remain.
Razer
Tartarus V2 Pro
"From its TMR thumbstick and adjustable wrist rest, to Rapid Trigger and adjustable actuation, wield true control and customization over MMOs, FPS, and more."
GameSir controllers have been getting quite a bit of attention of late, including the Tarantula 8K. Much of it is unfounded claims of "cheating" when, in truth, a GameSir controller can be customized in much the same way as many competing pro-grade controllers.
But that's not the topic of discussion for today. The focus is firmly on the GameSir Tarantula 8K, a controller that packs the same sort of spec sheet as more established brands with a far more attractive price.
That's not an exaggeration, either. At $70 right now, the GameSir Tarantula 8K is priced in the same ballpark as Microsoft's limited-edition Xbox 25 controller and runs rings around it. There are caveats; for one, this isn't for console, it's a PC controller, and it's wired. But honestly, I opened the box not knowing what to expect, and it didn't take long to be impressed. The GameSir Tarantula 8K is one of the best controllers I've ever used.
GameSir Tarantula 8K specs
Specification
Details
Connectivity
Wired (USB-C)
Polling Rate
Up to 8,000 Hz
Compatibility
PC (Windows 10/11)
Thumbsticks
GameSir Mag-Res TMR sticks Gen 2
Triggers
Dual-mode: Hall Effect analog triggers & hair-trigger micro switches
Face Buttons
Mechanical micro-switch ABXY
D-Pad
Tactile mechanical D-pad
Back & Extra Buttons
9 remappable buttons
Gyroscope
6-axis
Lighting
Customizable RGB strip
Weight
180g
Software Support
GameSir Connect
A PlayStation-esque design packed with the latest tech
Don't necessarily be put off by the side-by-side sticks. (Image credit: Windows Central)
Gamers who outright don't like the side-by-side analog stick design will for sure be disappointed to see it here. But try to look beyond that, because it's not the defining feature. The overall form factor is very reminiscent of a Sony DualShock, but I think it works well. Especially for smaller hands such as my own.
For the basics, it ticks all the right boxes. The rear buttons are exactly in the right spot, everything is reachable without ever feeling like you're stretching, and all the main controls feel glorious. I also love that those rear buttons can be locked, so if you physically don't want them to press, they won't. You have support for multiple profiles on the controller, but if you quickly want to disable the rear buttons, you can.
The face buttons have mouse switches beneath them so you get a positive response and a satisfying click. The triggers, too, when the stops are engaged, are also mouse switches. This type of tech isn't new to me; I've been using Razer's controllers that take a similar approach. But, again, this is an affordable controller.
There are also a frankly absurd number of customizable buttons on the Tarantula 8K. Besides the two on the back, there are four on the face of the controller and an additional two extra bumper controls, as well as the black part that says "GameSir".
These are in addition to the dedicated start, menu, and capture buttons and the GameSir logo button, which will launch the Xbox Game Bar quick switcher to jump in and out of games and launchers quickly.
Then we get to the sticks (there's no time to catch your breath). As you'd hope on a pro-grade controller, the sticks are TMR, so stick drift is no concern, and they're good. They're smooth, and the stock thumbcaps are nice. I typically go for a concave design, which these are not, but they feel like a hybrid. The edges are textured and raised above a convex surface, and I think it's my new favorite design.
No vibration hardware makes the Tarantula 8K lightweight and very comfortable to use for long periods. (Image credit: Windows Central)
As the name implies, too, the Tarantula 8K supports 8,000 Hz polling, with options to restrict it to 250 Hz, 1,000 Hz, and 4,000 Hz. An 8,000 Hz polling rate is still overkill (at least I think), but it's there. Generally I'm running at 4,000 Hz in Call of Duty (which still seems to be all I play), and overall I've not noticed any difference. But importantly, it feels every bit as fast and responsive as my Razer Wolverine V3 Pro 8K, which is about the best controller I've ever used. High praise for the Tarantula 8K.
Testing that 8,000 Hz claim also bears fruit using the Gamepadla Polling tool to test. It has no problem hitting or getting very close to that magic number connected to a USB 3.2 port on my motherboard.
As when I tested the Razer Wolverine V3 Pro 8K, it's advisable if you have a desktop PC to connect it directly to the motherboard if you're chasing the highest performance. The USB ports on the front of my PC case may say they're USB 3.2, but once again, the controller doesn't report quite the same polling rates connected to these.
A word on the weight, too. It's very light at just 180 g, and that's largely down to an absence of any haptics or rumble motors. If you want vibrations, you have no option at all, but the benefit is that it's an extremely lightweight controller.
As it's targeted at competitive players that typically won't have vibration turned on anyway, I don't see this as a drawback, but if you also dabble in, say, racing games, be aware you won't have any feedback.
Plenty of customization through an easy-to-use app
The GameSir Connect app is simple to use, and once you're done it gets right out of the way. (Image credit: Windows Central)
The software is where the recent talk of "built-in cheats" started coming from, and I've addressed that already in a post. There was a feature originally that interfered with rotational aim assist in Apex Legends, and that has since been removed. And yes, you can get really in the weeds, customize your curves, and extract every last drop of performance from this controller.
But for us average players, it's just nice to have these features, to have customizable profiles, and things we can tweak in an app that doesn't take a degree in computing to understand.
The app is where you set up your customized keybindings; you can tweak how you want the triggers to respond, the lighting, all that jazz. Additionally, if, somehow, there aren't enough buttons on the Tarantula 8K for you, you can use the Shift Layer to add even more.
Importantly, you don't need the app. Once you've set everything up, you can save it to the controller and then use the M button on the rear in conjunction with a direction on the right stick to cycle between your profiles. If you don't want to change anything, you don't ever have to open it once; it'll work right out of the box.
But without using the app, you'll be locked to a 250 Hz polling rate, and you won't be able to update the firmware. So it's worth getting, but it doesn't sit there running in the background or anything. Open it up, make your changes, close it, and go play your games. That simple.
Is there anything not to like about the GameSir Tarantula 8K
The grip is barely there, barely grippy, but it certainly gets grubby. (Image credit: Windows Central)
The Tarantula 8K is worthy of high praise, but there are still a couple of bits that I'm not so keen on. The first is the grip, because it's not very grippy. It's ever so slightly textured plastic, and it's just enough to get grubby the more you use it, but it doesn't actually feel like it really helps me grip the controller better.
The same applies to the triggers and bumpers. There's the slightest texture, and I don't dislike it, but it also seems like it just gets grubby over providing any real benefit in use.
The extra bumper buttons are also very close to the traditional bumpers. As in close enough to just avoid touching. If you don't want to use these, then you won't see a problem, but for the purposes of testing, I remapped the X button (reload in Call of Duty).
It's a button I typically map to the rear, but since there are only two buttons to use here, I tried the extra right-hand bumper instead. And when I tell you that I've accidentally thrown a grenade instead of reloading my weapon on several occasions, you'll understand why I think they're a little close together.
It's just too easy to press one over the other in the heat of gameplay. Likewise, when I want to throw a grenade, I have on occasion reloaded my weapon instead.
I'd also like an option that isn't orange to choose from for the color. But that's just personal preference.
The GameSir Tarantula 8K puts the industry on notice
One of these costs a lot less than the other while offering similar performance. (Image credit: Windows Central)
When you look at the package GameSir has put together here for $70 it's pretty mindblowing and should put the industry on notice. I'm particularly looking at Xbox here, too, because the standard Xbox controller still sells for a price that is now no longer acceptable for the hardware inside it.
It's inexcusable in 2026 not to at least have Hall Effect sticks in a time when a company like GameSir is pushing out a fully capable professional-grade controller with 8,000 Hz, TMR sticks, mouse switches, and all this goodness, and Xbox is still phoning it in with ancient tech.
I've used GameSir controllers over the years, and the G7 SE was my most recent, and I very much enjoyed it. Once again it was a budget price controller with not-budget specs. The Tarantula 8K is the same story. Right now, there's really nothing more I could expect inside a high-end controller, yet this one is priced like a budget model.
If you're on Xbox, there is a dedicated version of the Tarantula, albeit not exactly the same, and it tops out at 1,000 Hz on PC. Additionally, if you prefer the Xbox-style layout but still want an 8K-capable controller, GameSir has the G7 Pro for you.
GameSir deserves a seat at the table with the likes of Razer and Scuf. The Tarantula 8K is that good, and you should absolutely buy one if you're looking for a competitive controller for PC.
I've been an advocate for Microsoft Flight Simulator for a while now, encouraging more newcomers to take to the skies. However, the game's casual collection of fighter jets doesn't dabble in all-out dogfights, so there's a separate desire for more military-centric flight sticks and HOTAS sim bundles.
Whenever I'd dip my toes into aerial combat hardware, one name would consistently appear: Thrustmaster's Warthog, and now it's upgrading itself with a previously announced Mk. II model of the A-10C's flight stick and throttle, still carrying that genuine U.S. Air Force licensing and a 16+ lbs heft. I had to try it.
Thrustmaster provided a sample but did not see, nor did it have any input on, the contents of my article before publishing.
How much does the WARTHOG MKII cost?
Its shipping box is even bigger than it looks. Heavier, too. (Image credit: Ben Wilson | Windows Central)
The stick is easy to align, thanks to the huge yellow guide arrow stickers.Ben Wilson | Windows CentralAttaching the stick to the metal plate is a little trickier, given the weight.Ben Wilson | Windows Central
It's immediately obvious the Warthog Mk II is legit, given its sheer heft when I unboxed the all-metal behemoth. The throttle unit alone is 9.4 lbs (4.3 kg), which makes up much of its overall ~16.5 lbs (~7.5 kg) weight that sits on my nervous desk. Now I understand firsthand why hardcore flight sim fans opt for separate mounts, though it still feels incredibly sturdy with the metal plate.
I understand firsthand why hardcore flight sim fans opt for separate mounts, though it still feels incredibly sturdy with the metal plate.
First up, Thrustmaster has switched from a 5-pin flight stick connector to an upgraded 6-pin replacement on the Warthog Mk II, giving it backward compatibility with branded grips, like the F/A-18C Hornet for more dogfights, SOL-R 3 for spacefaring, or Airbus for some overengineered passenger flights. It's up to you, though I imagine many would stick with the (included) Viper.
The updated 6-pin connector supports a wider range of Thrustmaster grips.Ben Wilson | Windows CentralOnly four simple screws hold the base in place.Ben Wilson | Windows CentralAnd it's pretty easy for it to pop off without them, so be careful.Ben Wilson | Windows Central
Assembly is fine, though aligning the base with the metal plate is a little awkward; a simple cushion lifted the grip up safely and got the job done. Again, the Warthog Mk II isn't fragile, but at almost $600, I'm still careful with it. Thrustmaster included a single hex key in the box, but it was no good for the Phillips screws on the underside, so consider having a screwdriver ready.
Stickers on the base and grip feature bold yellow arrows that make it as clear as possible how to safely attach them without risking damage to the pins inside, and the grip still uses a metallic screw thread to hold everything in place. It's as easy as it can be, at least for a lifelike flight stick, and the throttle unit needs no physical setup beyond putting the switches in place.
I had heard complaints about the slew stick in older versions of the HOTAS Warthog's throttle unit, but it only needed around a 25% dead zone to keep the axes moving where they were supposed to. Without that, it is a little erratic around the center point, but it certainly doesn't feel stiff or problematic after a small amount of tweaking in the setup phase.
Microsoft Flight Simulator 2024 detects everything as it should, with in-game dead zone tweaks.Windows Central | Microsoft, ThrustmasterTo adjust the throttle unit's LED backlighting, I needed the T.A.R.G.E.T. app.Windows Central | ThrustmasterUpdating the firmware is as easy as ever, with a dedicated app.Windows Central | ThrustmasterFinally, testing all the inputs in a basic driver test window is just as simple.Windows Central | Thrustmaster
Otherwise, a metallic mechanism locks the two engine levers together, with a strong switch on the rear side that feels impossible to dislodge by accident. I can also use the included hex key to access an afterburner stopper, reversing its direction so it stops the throttles before physically lifting past the max point; the opposite works for moving down past idle and switching the engines off.
It's a mind-boggling experience, (but) the end result is always the same: the Warthog Mk II is fun as hell.
It's mind-boggling to move from the realism-centric hardware I'm used to, like Thrustmaster's TCA X Airbus Edition, to going hands-on with an intimidating HOTAS unit like the Warthog Mk II. However, it followed the same themes as other sticks; I spent time experimenting, practicing, and figuring it all out. The end result is always the same: the Warthog Mk II is fun as hell.
Does the WARTHOG MKII have any issues?
Because the included grip has no Z-axis twist, you'll need to control your rudders elsewhere. (Image credit: Ben Wilson | Windows Central)
Any downsides I found with the Warthog Mk II were generally offset by the same argument: it's a faithful, realistic recreation of the Fairchild Republic A-10C Thunderbolt II's controls; most notably, the grip lacks a Z-axis twist, just like the real thing. If I absolutely needed analog rudder controls, I'd have to buy a different grip or some pedals, like Thrustmaster's $129.99 T.Flight set.
Alternatively, I can re-bind one of the digital buttons or switches on the grip or throttle to act as a rudder, or set up a yaw-into-roll function within a particular game. Beyond that, I could script a solution within Thrustmaster's T.A.R.G.E.T. Command Center app if my particular favorite game doesn't offer it by default, but T.A.R.G.E.T. comes with its own steep learning curve.
It's a faithful, realistic recreation of the Fairchild Republic A-10C Thunderbolt II's controls; most notably, the grip lacks a Z-axis twist, just like the real thing.
In that, any point of contention will be argued among the most seasoned, die-hard flight simulator fans with the strongest opinions, shaped by literal decades of gameplay. The Mk II is still functionally compatible with ready-made profiles, but I know many enthusiasts will opt to create their own anyway, with bindings they trust only themselves to build (or ones they built years ago).
Unless I wanted to play a much older game that didn't recognize separate input devices and had to combine them in the T.A.R.G.E.T. app, I would use it as little as possible (after I'd chosen my preferred throttle backlight brightness level). Instead, I'd find the strange enjoyment of spending my first evening testing a game's settings and matching each switch, button, and axis individually.
Should you buy the WARTHOG MKII?
The Warthog Mk II takes over from its predecessor with a study design while retaining its authenticity. (Image credit: Ben Wilson | Windows Central)
You should buy this if ...
✅ You're a serious combat sim enthusiast craving an ultra-authentic experience
✅ You have the patience to bind, check, and test each input
You should not buy this if ...
❌ You already own the original (or AVA Edition) HOTAS Warthog
I don't think there's any danger of a novice accidentally buying the Warthog Mk II and becoming overwhelmed by its wealth of metal switches and realistic design, especially since Thrustmaster markets the package to experts. For the same reason, it'll be scrutinized at every inch because of its price point, fighting against long-term rivals for a place among the best flight sticks.
Still, it feels as sturdy and smooth as Thrustmaster claims, with a lifelike feel (presumably, I'm not a fighter pilot) in its flight stick and heavy-duty throttle unit. You'll spend hours fine-tuning its axes and assigning switches in your games, unless you opt for community-made profiles for specific titles; but frankly, that's all part of the fun for some of us.
Thrustmaster
HOTAS WARTHOG MKII
"Enjoy a redesigned base that's smoother and sturdier, for a military simulation experience worthy of Thrustmaster's famous HOTAS WARTHOG."
Today, Razer announced the Tartarus V2 Pro, an ergonomic gaming "keypad" with 31 total programmable inputs, priced at $199.99 (and £199.99 in the United Kingdom) at its online store, physical stores, and partner retailers. It follows the first Tartarus Pro, itself a successor to the original — and its own V2 variant — all built for personalization with a particular audience in mind.
To provide a more personalized fit, the Tartarus V2 Pro features an adjustable wrist rest that can be tailored to different hand sizes and desk setups.
Razer
Fans of MMORPGs such as World of Warcraft (and its many variants, like the anticipated WoW Forever) may recognize the Tartarus and possibly its origins in the Nostromo and Orbweaver. Now, the Tartarus V2 Pro features Razer's analog optical key switches with support for accurate, rapid input and adjustable actuation (multiple inputs on a single key), plus a drift-proof TMR thumbstick.
Offering the same Snap Tap and Rapid Trigger tech we saw in its excellent Huntsman V3 Pro keyboard, the Tartarus V2 Pro also appeals as an ergonomic option for competitive FPS players with its 8,000Hz 'HyperPolling' rate and adjustable wrist rest. Either way, gamers can store up to 24 configurable keymaps in the Razer Synapse companion app to match most genres.
"Grasp the true meaning of command with the Razer Tartarus V2 Pro — our most advanced analog optical gaming keypad."View Deal
Bizarre, niche, and totally fascinating
(Image credit: Razer)
I've glanced at the Tartarus a few times over the years, intrigued by its weirdness. Then again, most ergonomic hardware looks a little strange at first, but you'll probably only understand what it's trying to do once you use it. Sure enough, Razer offered a sample, and I couldn't resist, so keep your eyes peeled for my Tartarus V2 Pro review coming soon.
Frankly, I also have an ulterior motive for wanting to go hands-on with this unusual keypad. My wife is an avid World of Warcraft enjoyer, but she also suffers from chronic joint pain that led her to use the Xbox Adaptive Joystick for over a year. It certainly impressed, and I share the same praise for that joystick today as I did in my initial Adaptive Joystick review.
(Image credit: Daniel Rubino)
However, you'll notice the glaring difference between Microsoft's and Razer's offerings in button count alone. The Tartarus V2 Pro is borderline hilarious in that regard, wrapping 27 keys around your fingertips in a comfortable fashion, with a TMR joystick to boot. In theory, this could be the next step in accessible gaming for her, since she'll barely need to move her hand.
I want it for Counter-Strike 2, but she wants it for WoW. No prizes for guessing which one of us will get more use out of it. Ultimately, I'm craving something more gaming-centric after switching to a low-profile office keyboard and realizing how much that nerfed my experience. The Tartarus V2 Pro might be overkill, or it might be absolutely perfect. I'm excited to find out which.
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Already synonymous with flight simulation hardware, Thrustmaster is expanding its sim gaming range again with the HOTAS Warthog Mk. II, an "enhanced" variant of its popular, military-themed stick and throttle bundle for PC. Previously announced at Flight Sim Expo, it's releasing today, September 16, 2026, at an MSRP of $599.99, it's available from the official eStore and Amazon.
Indeed, the Warthog Mk. II features the same official U.S. Air Force licensing as its predecessor, with a design that seems almost indistinguishable from the Mk. I at a glance. In reality, Thrustmaster has focused mostly on the internals, redesigning its "H.E.A.R.T." Hall-Effect sensor mechanism "to offer enhanced smoothness and durability".
On the outside, it's still a 1:1-scale recreation of a Viper stick grip and the Warthog A-10C throttle with separate controls for both simulated engines (plus a locking system). Despite a few visual tweaks, the Mk. II supports full compatibility "with all Thrustmaster grips", which is great news for any sim enthusiasts who already adopted the brand's ecosystem on Windows PCs.
Thrustmaster's VIPER flight stick.ThrustmasterAnd its companion, the WARTHOG throttle unit.ThrustmasterThe refined MK II flight stick base.ThrustmasterAnd Thrustmaster's Hall-Effect sensors visualized.Thrustmaster
I've tested a huge number of flight sticks for games like Microsoft Flight Simulator, but I haven't strayed too far into military sims, or even further out to space-faring dogfights in titles like Elite Dangerous. However, I've always seen the Thrustmaster Warthog Mk. I appearing among some of the top-rated HOTAS sets in my adventures, so I definitely knew about it.
This release came with a chance to test the Warthog Mk. II for myself, so of course I said yes to a sample. Imagine my surprise when Thrustmaster's shipping confirmation included the 6.56 kg heft of this dense, 100% metal monster listed in its specs, with some extra weight on top for packaging. My word, what am I getting myself into?
The Viper flight stick grip provides a flight experience that's as close as possible to a real fighter pilot's.
Thrustmaster
Don't get me wrong, it's not like I've never, ever tried a flight stick in a combat game, but a HOTAS set of this intensity needs to be paired with something that fits better than a Cessna in Microsoft Flight Simulator. I'm looking forward to seeing how the first Warthog version built such a reputation, and whether its accolades carry over to the "sturdier" Mk. II.
That, and I need to figure out bindings for the stick's 19 buttons and the 8-way hat switch, even if the latter is usually quite obvious, before moving on to the Warthog control panel and its wealth of chunky levers, switches, and dials. That's up to 128 total buttons — should be fun! Stay tuned for my HOTAS Warthog Mk. II review going live before the end of the month.
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Ubisoft is starting to test a change to how its PC games work on Steam, removing its own game launcher from games bought in Valve's storefront app, according to a patch note shared on Reddit. Previously, launching a Ubisoft-made game would require gamers to first install the Ubisoft Connect PC launcher to support cross-progression and other stat tracking.
[The new tool] keeps Ubisoft game features (..) without requiring the Ubisoft Connect PC launcher to be installed or launched.
Ubisoft
The change will first apply to 2024's 2D platformer Prince of Persia: The Lost Crown and, presuming this test proves to be successful, will "progressively evolve and roll out to more Ubisoft games on Steam in the future". Crucially, there's no definite confirmation that this will retroactively apply to even older Ubisoft games on Steam, but it's a reasonable assumption.
This is fantastic news for PC gamers, if it works as expected. Connecting my Steam and Ubisoft accounts should, in theory, be as much effort as I need to play these games from my library, skipping the frustrating process of navigating (and quickly closing) Ubisoft's launcher. I'm crossing all my fingers that this soon applies to my entire catalog, so I can stop neglecting Watch_Dogs 2.
Having to re-enter my password every time I boot up Assassin's Creed unity or whatever is painful. Hopefully this will help
u/mango__moose, Reddit
Sentiments are fairly unanimous across the r/Steam thread on Reddit, with most agreeing that the Ubisoft Connect launcher has never been a positive feature in games they've bought on Steam. Ditto for other companies, as launching Grand Theft Auto IV or Red Dead Redemption 2 on my Steam Deck still tediously forces me through Rockstar Games' own launcher variant.
Curiously, this announcement is currently restricted to the Steam-hosted patch note, which can't be viewed outside a library that already owns the relevant game, so Ubisoft is seemingly keeping this test on the downlow for now. Maybe they're trying to save face after pushing Ubisoft Connect for so long, but frankly, this is a step in the right direction to celebrate — if it passes testing.
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The move to all-digital has been on the cards for some time, and PC gamers have already long embraced that future. But in a bizarre twist of fate, it seems some are reversing this process and actually starting to make their own physical copies of digital PC games.
I stumbled across a YouTube video by Archades Games (which is embedded below) that's been up for many months, but nevertheless, its subject matter made me click. On PC there's quite often a way where there's a will, and with GOG especially, it's actually pretty easy to create your own physical installer for your game library.
Of course, it requires having the necessary hardware to do it, and Blu-ray drives (like everything else) have been getting more expensive in recent years. But if you have a drive and some discs, there's little else to stop you.
There's a wider discussion that is ongoing regarding game preservation and generally good data backup habits. But in this specific instance, GOG will offer DRM-free offline installers, and the right Blu-ray discs can last at least your own lifetime, and potentially many more besides.
The process itself seems pretty straightforward, though the video and a follow-up, which goes into more depth, including multi-disc scenarios, walk you through every step. Multi-disc is certainly something you'd need for Cyberpunk 2077.
Archades Games goes one step further and even creates a nice-looking label for the discs, just to add a finishing touch. Though that's entirely optional.
Xbox is now going to offer digital entitlements to compatible discs. (Image credit: Windows Central)
You can also write your own autorun file to add to the disc so that when you insert it into a PC, it will immediately open up the installer. Just like in the old days when you'd buy a big box PC game.
I haven't tried this yet, and I'm not necessarily sure I will. But recent events have certainly made me start to think about "ownership." I don't own anything in my Steam library; I don't own any of the digital movies I've bought over the years from Apple, Google, and Amazon. Long-term rentals are only fine as long as the rights holders say so.
I've been buying up physical copies of movies I only have digitally on Blu-ray and creating a digital copy of those Blu-rays to store on my NAS. I'm not suggesting it's practical to create a full library of PC games on disc, and in many cases, you can't get new releases on GOG or anywhere else with an offline installer.
But preservation is something we should all care about. I've thought more and more about it as my children are growing up and I'm able to enjoy content with them. My son is absolutely loving being able to play games on Xbox from before he was born, and much of that is thanks to backwards compatibility.
But we also have an Xbox 360 running every day right now, with physical copies of games that we can use for as long as the disc lasts.
The idea of "cold storing" important data on Blu-ray discs is something I've been toying with, too. With the right discs, such as M-Discs designed for archiving, that data can be preserved for centuries. So long as you have a way in the future of actually reading them, of course.
It might be a fun project for game installers, but for treasured memories, photo libraries, and things that are irreplaceable, having a copy that could stand the test of time is looking more important. Good backup processes are something we should all be doing.
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A photo of an LG-Hitachi Blu-ray drive open with a blank disc in the tray
If you have the right hardware, you can make your own game discs to keep offline forever, because why not?