gaming

microsoft-makes-zork-i,-ii,-and-iii-open-source-under-mit-license

Microsoft makes Zork I, II, and III open source under MIT License

Zork, the classic text-based adventure game of incalculable influence, has been made available under the MIT License, along with the sequels Zork II and Zork III.

The move to take these Zork games open source comes as the result of the shared work of the Xbox and Activision teams along with Microsoft’s Open Source Programs Office (OSPO). Parent company Microsoft owns the intellectual property for the franchise.

Only the code itself has been made open source. Ancillary items like commercial packaging and marketing assets and materials remain proprietary, as do related trademarks and brands.

“Rather than creating new repositories, we’re contributing directly to history. In collaboration with Jason Scott, the well-known digital archivist of Internet Archive fame, we have officially submitted upstream pull requests to the historical source repositories of Zork I, Zork II, and Zork III. Those pull requests add a clear MIT LICENSE and formally document the open-source grant,” says the announcement co-written by Stacy Haffner (director of the OSPO at Microsoft) and Scott Hanselman (VP of Developer Community at the company).

Microsoft gained control of the Zork IP when it acquired Activision in 2022; Activision had come to own it when it acquired original publisher Infocom in the late ’80s. There was an attempt to sell Zork publishing rights directly to Microsoft even earlier in the ’80s, as founder Bill Gates was a big Zork fan, but it fell through, so it’s funny that it eventually ended up in the same place.

To be clear, this is not the first time the original Zork source code has been available to the general public. Scott uploaded it to GitHub in 2019, but the license situation was unresolved, and Activision or Microsoft could have issued a takedown request had they wished to.

Now that’s obviously not at risk of happening anymore.

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Google’s latest swing at Chromebook gaming is a free year of GeForce Now

Earlier this year, Google announced the end of its efforts to get Steam running on Chromebooks, but it’s not done trying to make these low-power laptops into gaming machines. Google has teamed up with Nvidia to offer a version of GeForce Now cloud streaming that is perplexingly limited in some ways and generous in others. Starting today, anyone who buys a Chromebook will get a free year of a new service called GeForce Now Fast Pass. There are no ads and less waiting for server slots, but you don’t get to play very long.

Back before Google killed its Stadia game streaming service, it would often throw in a few months of the Pro subscription with Chromebook purchases. In the absence of its own gaming platform, Google has turned to Nvidia to level up Chromebook gaming. GeForce Now (GFN), which has been around in one form or another for more than a decade, allows you to render games on a remote server and stream the video output to the device of your choice. It works on computers, phones, TVs, and yes, Chromebooks.

The new Chromebook feature is not the same GeForce Now subscription you can get from Nvidia. Fast Pass, which is exclusive to Chromebooks, includes a mishmash of limits and bonuses that make it a pretty strange offering. Fast Pass is based on the free tier of GeForce Now, but users will get priority access to server slots. So no queuing for five or 10 minutes to start playing. It also lacks the ads that Nvidia’s standard free tier includes. Fast Pass also uses the more powerful RTX servers, which are otherwise limited to the $10-per-month ($100 yearly) Performance tier.

Google’s latest swing at Chromebook gaming is a free year of GeForce Now Read More »

celebrated-game-developer-rebecca-heineman-dies-at-age-62

Celebrated game developer Rebecca Heineman dies at age 62

From champion to advocate

During her later career, Heineman served as a mentor and advisor to many, never shy about celebrating her past as a game developer during the golden age of the home computer.

Her mentoring skills became doubly important when she publicly came out as transgender in 2003. She became a vocal advocate for LGBTQ+ representation in gaming and served on the board of directors for GLAAD. Earlier this year, she received the Gayming Icon Award from Gayming Magazine.

Andrew Borman, who serves as director of digital preservation at The Strong National Museum of Play in Rochester, New York, told Ars Technica that her influence made a personal impact wider than electronic entertainment. “Her legacy goes beyond her groundbreaking work in video games,” he told Ars. “She was a fierce advocate for LGBTQ rights and an inspiration to people around the world, including myself.”

The front cover of

The front cover of Dragon Wars on the Commodore 64, released in 1989. Credit: MobyGames

In the Netflix documentary series High Score, Heineman explained her early connection to video games. “It allowed me to be myself,” she said. “It allowed me to play as female.”

“I think her legend grew as she got older, in part because of her openness and approachability,” journalist Ernie Smith told Ars. “As the culture of gaming grew into an online culture of people ready to dig into the past, she remained a part of it in a big way, where her war stories helped fill in the lore about gaming’s formative eras.”

Celebrated to the end

Heineman was diagnosed with adenocarcinoma in October 2025 after experiencing shortness of breath at the PAX game convention. After diagnostic testing, doctors found cancer in her lungs and liver. That same month, she launched a GoFundMe campaign to help with medical costs. The campaign quickly surpassed its $75,000 goal, raising more than $157,000 from fans, friends, and industry colleagues.

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the-analogue-3d-is-the-modern-n64-fans-have-been-waiting-for

The Analogue 3D is the modern N64 fans have been waiting for


Excellent design and display filters, but the lack of OpenFPGA support rankles.

Your Super Mario 64 cartridge has a new home. Credit: Kyle Orland

Your Super Mario 64 cartridge has a new home. Credit: Kyle Orland

If you’ve ever tried to hook an old Nintendo 64 up to a modern HDTV, you know the results can be less than ideal. Assuming your original hardware still works and your flatscreen even has the requisite R/F and/or composite inputs to allow for the connection, the N64’s output will probably look like a blurry mess on a flatscreen that wasn’t designed with those old video signals as a priority.

The Analogue 3D solves this very specific problem very well, with a powerful FPGA core that accurately replicates a Nintendo 64 and well-made display filters that do a good job of approximating that cathode-ray tube glow you remember from decades ago. But the lack of easy expandability limits the appeal of this $250 device to all but the most die-hard fans of original N64 hardware.

A beauty to behold

As a piece of physical design, the Analogue 3D is a work of art. The gentle curves of its sleek black shell evoke the original N64 design without copying it, coming in at a slightly smaller footprint and height. Plus, there’s no ugly power brick.

3D COMPUTER GRAPHICS SYSTEM. Kyle Orland

This is a solidly built device, with a nice grippy underside and springy, elegant power and reset buttons. The shell has a lot of small, thoughtful touches, too, like a front power indicator that doubles as a Bluetooth sync button and lights on each controller port to indicate when a wireless controller is connected to that slot (the Hall Effect joysticks on 8bitdo’s wireless “64” controller are a joy compared to the crunchy mechanical sticks on your old N64 controller).

The one downside to this design is that the hardware can get slightly hot after running for a while, and it emits some noticeable fan noise when stressed. The welcome screen when you first boot the system recommends you give the vents adequate space to breathe, so be careful if you plan to place it directly on the carpet or something.

I saw the TV glow

The Analogue 3D’s custom 3DOS software automatically detects the game cartridge you’ve placed into its top-loading slot and displays basic info like player count, developer/publisher, and release date on-screen (you can also load your own custom cartridge images onto an included SD card). The system maintains this info in a scrollable list of every cartridge you’ve ever inserted, allowing for a quick way to browse through your library without the need to dig out your actual cartridges. You do have to plug in the cartridges to actually play the games, though, which limits the usefulness of the on-screen library more than a little bit.

Before you launch a game, you can also configure the Display Mode between five preset options (these can also be swapped during gameplay using controller hotkeys for an on-screen menu). Of these, you’ll generally want to stay away from the “Clean” option, which upscales the N64’s 320×240 image by simply blowing up each individual pixel to fit the display. The result is an incredibly blocky image with lots of jagged edges and blobs of color that refuse to blend well with nearby elements. It’s a look that’s especially unsuited to the low-resolution textures on most N64 games, which exploited the gentle blur of a CRT to create some vivid effects.

Switching over to the “Scanlines” display option helps a bit in rounding out those jagged N64 polygons, but things really start to look better if you activate one of the system’s three different CRT emulation modes. With these, 3DOS does its best to recreate the look of an electron beam actually scanning across the phosphors on an old tube TV. These filters do an admirable job of softening the hard edges of polygons and sprites while subtly and accurately blending the colors on those low-res textures.

A scene from Starfox 64, upscaled with the Analogue 3D’s “Clean” filter (direct capture). Nintendo / Analogue

The Analogue 3D has three tube TV emulation modes, each representing consumer CRTs and the kind of Pro/Broadcast Video Monitors you’d usually only find in TV station control rooms. You can go into the menus for each mode and tinker with settings like “beam convergence” and “edge hardness,” and you can toggle N64 hardware effects like anti-aliasing and de-blurring (you can also stretch the 4:3 image to fill a 16:9 display if you’re a specific kind of monster).

In general, though, I didn’t see much upside in this kind of settings tinkering. Using the system’s default “CRT” settings created a visual experience that was surprisingly authentic to the actual CRT sitting in my home office. The only thing really missing is an option to simulate the curve of a classic CRT; the hard square edges of the Analogue 3D output are a bit lacking on that score. But that’s a minor complaint for a filter that does such a good job mimicking an old TV on new display technology.

Paper Mario with the Analogue 3D’s “Clean” filter (direct capture). Nintendo / Analogue

Open and shut

Like previous Analogue hardware, the Analogue 3D uses FPGA to accurately recreate the inner workings of an N64 at the level of individual logic gates. This time, the Analogue 3D’s Altera Cyclone FPGA sports a whopping 220,000 logic elements. That’s a big step up from the two FPGAs on 2021’s Analogue Pocket, which have just 49,000 and 15,000, respectively.

That powerful FPGA allows for perfectly accurate and lag-free N64 emulation in all of our tests with original cartridges (Analogue’s Christopher Taber warns us that “flash carts and unofficial 3rd party products can be a bit of a wild card”). But players hoping to emulate other gaming systems with that powerful hardware may run into some problems. That’s because the Analogue 3D doesn’t support the OpenFPGA standard that Analogue itself rolled out in 2022 as “the future of video game preservation.”

That standard has allowed a vibrant community of OpenFPGA developers to create dozens of free “cores” that can recreate everything from classic arcade games to 16-bit consoles with amazing fidelity. Currently, though, those cores will only work on the Analogue Pocket and not subsequent hardware like the Analogue 3D or 2023’s Analogue Duo.

That’s a shame because the OpenFPGA community would certainly be happy to get their hands on the new, larger FPGA in the Analogue 3D to build out core support for even more classic gaming consoles. And we’re sure Analogue 3D owners would be happy to use their purchase to play existing OpenFPGA cores on the big screen, complete with 3DOS’ great display options.

The beginning of Goldeneye as seen through Analogue’s CRT filter (photo of the HDTV screen).

“If we wanted to offer Analogue 3D with OpenFPGA (which is not the purpose or focus of the product), it would require not only a second FPGA, but an even more powerful base FPGA, therefore increasing the price to a price that doesn’t suit our goals,” Analogue founder Christopher Taber told Ars when the system was first announced back in 2023.

It seems likely that hackers and tinkerers will be able to expand the Analogue 3D’s emulation capabilities in the future. As it stands, though, it’s hard to recommend the hardware when options like Android-based, emulation-focused handhelds, Raspberry Pi-based emulation consoles, and even (more expensive) MiSTer FPGA boxes offer able support for much more than just N64 games.

If you’re looking for a simple, plug-and-play way to use your original N64 cartridges and accessories on a modern display, the Analogue 3D offers pretty much everything you could hope for. If you want a single device that can handle more, though, you should look elsewhere.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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fans’-reverse-engineered-servers-for-sony’s-defunct-concord-might-be-in-trouble

Fans’ reverse-engineered servers for Sony’s defunct Concord might be in trouble

A group of dedicated coders has managed to partially revive online gameplay for the PC version of Concord, the team-based shooter that Sony famously shut down just two weeks after its launch last summer. Now, though, the team behind that fan server effort is closing off new access after Sony started issuing DMCA takedown requests of sample gameplay videos.

The Game Post was among the first to publicize the “Concord Delta” project, which reverse-engineered the game’s now-defunct server API to get a functional multiplayer match running over the weekend. “The project is still [a work in progress], it’s playable, but buggy,” developer Red posted in the game’s Discord channel, as reported by The Game Post. “Once our servers are fully set up, we’ll begin doing some private playtesting.”

Accessing the “Concord Delta” servers reportedly requires a legitimate PC copy of the game, which is relatively hard to come by these days. Concord only sold an estimated 25,000 copies across PC and PS5 before being shut down last year. And that number doesn’t account for the players who accepted a full refund for their $40 purchase after the official servers shut down.

Better safe than sorry

Red accompanied their Discord announcement of the first “playable” Concord match in months with two YouTube videos showing sample gameplay (“Don’t mind my horrible aim, I spend so much time reverse engineering that I no longer have the time to actually play the game,” he warned viewers). In short order, though, those videos were taken down “due to a copyright claim from MarkScan Enforcement,” a company that has a history of working with Sony on DMCA requests.

Fans’ reverse-engineered servers for Sony’s defunct Concord might be in trouble Read More »

years-later,-arkane’s-dishonored-is-still-a-modern-stealth-classic

Years later, Arkane’s Dishonored is still a modern stealth classic

Chief among these is the “blink” system, which lets you warp instantly from point to point in a way that reminds me now of the similar nausea-preventing movement systems seen in many virtual reality games. Here, being able to go from one hidden corner to another without the risk of being seen revolutionizes the stealth gameplay.

Hopping up to a nearby rooftop or down on top of an unaware enemy with a quick blink is incredibly satisfying, making you feel less like a crawling assassin and more like a bona fide superhero. The same goes for the “dark vision” that lets you see enemies and allies through walls, an ability that’s all the more necessary in a game without any sort of mini-map to help you get the lie of the land.

This screenshot makes the combat look more exciting than it is in practice.

Credit: Arkane Studios

This screenshot makes the combat look more exciting than it is in practice. Credit: Arkane Studios

In contrast to the elegant, super-powered sneaking, combat in Dishonored can feel a bit slow and clunky. This is exacerbated by the game’s “chaos system,” which sends seemingly endless waves of enemies that turn each violent engagement into a war of attrition against a nearly overwhelming force.

It’s usually a better idea to simply blink away to safety until they quickly call off the pursuit. Or, better yet, just avoid combat altogether by sticking to the shadows, coming out only when you can take out your next assassination target cleanly and silently.

In a lesser game, the assassination-focused gameplay could threaten to feel too repetitive. But Dishonored‘s structure encourages different paths to that same final goal in each mission, from magically assisted sneaking to social manipulation and eavesdropping to actually taking a moral stand in a long-running feud.

Add in side quests that offer plenty of opportunity for creative problem solving, and you have a game that encourages multiple playthroughs to explore all the different ways you can succeed. That should provide enough of an excuse to revisit Dishonored, or to dive in for the first time if you missed it during its debut.

Ars Technica may earn compensation for sales from links on this post through affiliate programs.

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are-you-ready-for-a-$1,000-steam-machine?-some-analysts-think-you-should-be.

Are you ready for a $1,000 Steam Machine? Some analysts think you should be.

If you ask random gamers what price they think Valve will charge for its newly announced Steam Machine hardware, you’ll get a wide range of guesses. But if you ask the analysts who follow the game industry for a living the same question… well, you’ll actually get the same wide range of (somewhat better-informed) guesses.

At the high end of those guesses are analysts like F-Squared‘s Michael Futter, who expects a starting price of $799 to $899 for the entry-level 512GB Steam Machine and a whopping $1,000 to $1,100 for the 2TB version. With internal specs that Futter says “will rival a PS5 and maybe even hit PS5 Pro performance,” we can expect a “hefty price tag” from Valve’s new console-like effort. At the same time, since Valve is “positioning this as a dedicated, powerful gaming PC… I suspect that the price will be below a similarly capable traditional desktop,” Futter said.

DFC Intelligence analyst David Cole similarly expects the Steam Machine to start at a price “around $800” and go up to “around $1,000” for the 2TB model. Cole said he expects Valve will seek “very low margins” or even break-even pricing on the hardware itself, which he said would probably lead to pricing “below a gaming PC but slightly above a high-end console.”

A loss leader?

At the other end of the spectrum, Superdata Research founder and SuperJoost newsletter author Joost Van Dreunen predicted the entry-level Steam Machine could come in as low as $549, rising to $749 for the 2TB version (plus an additional $50 for bundles including a Steam Controller).

To Van Dreunen, Valve’s unique position as a private company with a loyal fan base means it can “price its hardware to hit its own strategic sweet spot rather than mirror the competition.” And in this case, he said, that could mean taking a “modest” loss on the hardware as a way to get more gamers invested in SteamOS.

Getting people to buy more games on SteamOS could be worth a lot more to Valve than any Steam Machine hardware profits.

Credit: Valve

Getting people to buy more games on SteamOS could be worth a lot more to Valve than any Steam Machine hardware profits. Credit: Valve

“Just like Sony and Microsoft, the real money isn’t in the box, it’s in the ecosystem you enter once you buy it,” Van Dreunen said. “To me the question isn’t whether Valve can afford to eat margin. It’s whether they want the SteamOS footprint to grow fast enough to justify it. … Strategically, this is about expanding the platform, not squeezing the hardware.”

Are you ready for a $1,000 Steam Machine? Some analysts think you should be. Read More »

valve-says-it’s-still-waiting-for-better-chips-to-power-steam-deck-2

Valve says it’s still waiting for better chips to power Steam Deck 2

Yesterday’s announcement of new living room and VR hardware from Valve obviously has many gamers clamoring for any news of a more powerful version of the nearly 4-year-old Steam Deck. In a new interview with IGN, though, Valve Software Engineer Pierre-Loup Griffais says that portable gaming silicon still hasn’t advanced enough to justify brand-new benchmark hardware.

“The thing we’re making sure of is that it’s a worthwhile enough performance upgrade [for a Steam Deck 2] to make sense as a standalone product,” Griffais told IGN. “We’re not interested in getting to a point where it’s 20 or 30 or even 50 percent more performance at the same battery life. We want something a little bit more demarcated than that.”

“So we’ve been working back from silicon advancements and architectural improvements, and I think we have a pretty good idea of what the next version of Steam Deck is going to be, but right now there’s no offerings in that landscape, in the SoC [System on a Chip] landscape, that we think would truly be a next-gen performance Steam Deck,” Griffais continued.

More power, but at what cost?

At first glance, Griffais’ comments might seem to run counter to the advancements we’ve seen in portable PC gaming handhelds in recent years. The eight-core Zen 5-based AMD chip in the recently launched ROG Xbox Ally X, for instance, is significantly more powerful than the four-core Zen 2 chip in the Steam Deck. The newer handheld can push out decent-quality 1080p graphics at reasonable frame rates for many recent games that the old Steam Deck struggles to run at all.

Keep in mind, though, that Griffais said Valve is focused on getting those kinds of performance improvements “at the same battery life.” The ROG Xbox Ally X has a 50 percent larger battery than the original Steam Deck, and it still fully drains that battery in around two hours when running the most taxing games in “Turbo” mode.

Valve says it’s still waiting for better chips to power Steam Deck 2 Read More »

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Valve rejoins the VR hardware wars with standalone Steam Frame

Valve also tells Ars that streaming to the Steam Frame will be “as efficient as possible,” maximizing battery life from the included 21.6 Wh battery. “Standalone battery life will be much more variable, depending on the game and its settings,” Valve Engineer Jeremy Selan and Designer Lawrence Yang told Ars via email.

While a wired PC connection would go a long way toward addressing those battery-life and extra latency concerns, Valve said the Steam Frame won’t even support it as an option. “We’re focused on a robust wireless streaming experience, which is why we included a dedicated wireless adapter, have a dedicated radio on the headset just for streaming, and invented a new streaming technology to optimize the streaming experience (Foveated Streaming),” Selan and Yang told Ars.

A low-weight modular “core”

All told, the Steam Frame comes in at just 440 grams, a welcome and sizable reduction from the 515 grams of the Quest 3. Interestingly, Valve’s spec sheet also specifically calls out the 185 gram “core” of the headset hardware, which comprises all the main components besides the battery, headstrap, and speakers (e.g., lenses, displays, motherboard, cooling, processor, RAM, tracking system, etc).

That core weight is important, Selan and Yang told Ars, because “it’s designed to be modular so one could imagine other headsets connecting to this core module that bring different features.” So tinkerers or third-party headset makers could theoretically build modified versions of the Steam Frame with lighter batteries or streamlined headstrap/speaker combos, for instance. The Steam Frame’s monochrome passthrough cameras can also be accessed via a front expansion port with a standardized Gen 4 PCIe interface, Valve said.

It’s an interesting potential direction for new hardware that will launch into a more niche, less irrationally exuberant VR market than Valve’s previous virtual reality headsets. But with companies like Apple and Meta pivoting toward augmented reality and/or mixed-reality hardware of late, it’s nice to see Valve continuing to cater to the small but dedicated market of gamers who are still interested in playing in fully immersive VR environments.

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new-project-brings-strong-linux-compatibility-to-more-classic-windows-games

New project brings strong Linux compatibility to more classic Windows games

Those additional options should be welcome news for fans looking for new ways to play PC games of a certain era. The PC Gaming Wiki lists over 400 titles written with the D3D7 APIs, and while most of those games were released between 2000 and 2004, a handful of new D3D7 games have continued to be released through 2022.

The D3D7 games list predictably includes a lot of licensed shovelware, but there are also well-remembered games like Escape from Monkey Island, Arx Fatalis, and the original Hitman: Codename 47. WinterSnowfall writes that the project was inspired by a desire to play games like Sacrifice and Disciples II on top of the existing dxvk framework.

Despite some known issues with certain D3D7 titles, WinterSnowfall writes that recent tuning means “things are now anywhere between decent to stellar in most of the supported games.” Still, the project author warns that the project will likely never reach full compatibility since “D3D7 is a land of highly cursed API interoperability.”

Don’t expect this project to expand to include support for even older DirectX APIs, either, WinterSnowfall warns. “D3D7 is enough of a challenge and a mess as it is,” the author writes. “The further we stray from D3D9, the further we stray from the divine.”

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with-skigill,-the-classic-rpg-skill-tree-becomes-a-crowded-battlefield

With Skigill, the classic RPG skill tree becomes a crowded battlefield

The stark presentation can threaten to be overwhelming at times, especially when nearly the entire screen descends into a mass of yellow pixels. But the simplicity of the colors also makes it easy to unfocus your eyes and instinctually plan a path away from the red and yellow threats and through to the safety of the inky black void.

Skigill also benefits from allowing players to speed up or slow down time with a quick tap of the shoulder buttons. This is a lifesaver for the tedium of the early parts of runs, when the enemies are coming in at a relative trickle and you don’t want to stand around waiting for the actual challenging part of the run.

Thankfully, you can fast-forward through the early-run doldrums…

Credit: Achromi

Thankfully, you can fast-forward through the early-run doldrums… Credit: Achromi

Where Skigill suffers most, for the moment, is in an overall lack of variety. The recent Early Access release only has three playable characters and four skill-tree maps. While they differ in some important ways, the options fall far short of the dozens of arcane unlockable options that can keep players coming back to a game like Vampire Survivors for dozens of hours.

For replayability, Skigill currently relies on a difficulty system that simply scales up the quantity and health of enemies alongside a secondary skill tree that lets you purchase more permanent upgrades from the main menu. Unfortunately, even at the higher difficulty levels, you’ll see the same four yellow-on-black enemies filling your immediate vicinity, with little in the way of interesting movement or attack patterns to mix things up.

The developers promise on Steam that Skigill will see at least three new characters “along with more weapons and build possibilities” as it goes from Early Access to a Version 1.0 launch. We’re happy to hear that, because even this limited, somewhat repetitive taste of the game has had us coming back for the fun take on an old RPG staple.

With Skigill, the classic RPG skill tree becomes a crowded battlefield Read More »

after-confusing-driver-release,-amd-says-old-gpus-are-still-actively-supported

After confusing driver release, AMD says old GPUs are still actively supported

The release notes for the 25.10.2 Adrenalin release also dropped Windows 10 from the list of “compatible operating systems,” listing only Windows 11 21H2 and later. But AMD confirmed to Windows Latest that the driver packages would still support Windows 10 for the foreseeable future. The company said that the OS is not listed in the release notes because Microsoft has technically ended support for Windows 10, but home users running Windows 10 on their PCs can get an extra year of security patches relatively easily. Microsoft will continue to provide support for the OS in businesses, schools, and other large organizations until at least 2028.

Why all the fuss?

It would look bad if AMD dropped or reduced support for those Radeon 5000- and 6000-series GPUs, given that Nvidia continues to support GeForce RTX 20- and 30-series graphics cards launched in the same 2019 to 2022 time window. But the end of support could have been even worse for gaming handhelds and lower-end PCs with integrated graphics.

The RDNA 2 architecture, in particular, has enjoyed a long and ongoing life as an integrated GPU, including for systems that are explicitly marketed and sold as gaming PCs. And because so many of AMD and Intel’s lower-end chips are just rebranded versions of older silicon, AMD continues to launch “new” products with RDNA 2 GPUs. The RDNA 2 architecture is the one Valve has used in the Steam Deck since 2022, for example, but Microsoft and Asus’ just-launched ROG Xbox Ally series also includes an RDNA 2 GPU in the entry-level model.

The last time AMD formally scaled back its GPU driver support was in 2023, when it moved drivers for its Polaris and Vega GPU architectures into a separate package that would only get occasional “critical updates.” At the time, AMD had launched its last dedicated Vega-based GPU just four years before, and many lower-end desktop and laptop processors still shipped with Vega-based integrated GPUs.

For the Steam Deck and other SteamOS and Linux systems, at least, it seems that things aren’t really changing, no matter what happens with the Windows drivers. Phoronix points out that the Linux driver package for AMD’s GPUs has always been maintained separately from the Windows drivers and that GPU architectures considerably older than RDNA 1 continue to get official support and occasional improvements.

After confusing driver release, AMD says old GPUs are still actively supported Read More »