BREAKING: Microsoft confirms a major Windows 11 release that focuses on performance, reliability, bug fixes, and bids goodbye to forced Windows Updates + unwanted Copilot integration!
Microsoft is seriously and sincerely improving Windows 11 by listening to top feedbacks:
- Movable taskbar confirmed.
- You can now pause Windows Updates for as long as you want. No forced shutdown/reboot when updates paused.
- Windows Update is moving PCs to a single monthly reboot.
- Faster File Explorer, reduced memory footprint, faster Windows Search, better OS performance, and other bug fixes
- Scaling back Copilot in Windows 11, start with apps like Notepad
- Moving Windows core experience to WinUI (native framework), dropping WebView/React in features like the Start menu
- Fewer notifications (disruptions), improved drivers, and more.
How do you want Microsoft to improve Windows 11? 👇
@mpr_reviews Well their built-in RT operates with 1/16 ray per pixel if I recall, which is almost non existent RT, except some sort of GI (which also has some artifacts). So basically it more like light probes, and not true RT. So RR simply reconstruct RT, increasing visible numbers of rays.
The fact that Ray Reconstruction and Ray Regeneration alone can make such a big difference in the lighting is impressive. The screenshot with RT but without RR looks like it lacks a lot of RT shadows / ambient occlusion, which RR seems to fix.
Source: digitalfoundry.net/news/2026/03/c…
@DrewStr56396515@rpcs3 CiT and QfB work.But ToD probably gave me the most issues.Not for dual axis but because the game crashes constantly.And theres one spaceship section that crashes no matter what even with patches. I had to download a whole different version of RPCS3 and transfer my save to beat it
Have you seen that we fixed water rendering on all Ratchet & Clank games?
Watch our latest update video where we showcase this and several other graphical fixes!
youtube.com/watch?v=Yu5uJr…
@tydosh@RtoVR No, the "Why would non-gamers put a headset on" question has led to Horizon Worlds. Real questions should have been:
1) "Why would GAMERS put a headset on"
2) "How to get COMFORTABLE for daily use"
3) "What way we can bring EXISTING great media into VR to show ADVANTAGES of VR
@RtoVR The 'hardware friction' excuse was always a symptom. The real failure was spending billions on infrastructure without answering 'why would a non-gamer put a headset on for this.' The gravy train stopping is the best thing that could happen to the ecosystem right now.
@Lunayian I don't understand, what "safety" when you're in a passthrough?
Also, by default all windows was hidden, and only showed when you intentionally press the Meta button.
And now you just locked with "return to VR" banner, without ability to do anything else.
@333hronos They actually returned it to be similar to the old behavior from Quest 3 launch. As I understand the "better" version of being able to see your windows was technically unintended (which makes sense safety wise)
Meta needs to either remove the "Double Tap for Passthrough" feature or re-add the toggle for it.
In HzOS 2.1 it doesn't even seem to work properly, ie. if you're in Loft and change to Passthrough Home via Double Tap, then start a VR app, when you quit you'll be back in Loft.
@Okami13_ Reminder that the ingame models faces look bad on purpose because Capcom disables certain graphics options on them
DMC5 also had it, and if you enable them through .ini files, they look way better
Wouldn't be shocked if RE9 had a deal with Nvidia to get people to buy new GPUs
It’s looking very unlikely we’ll get an official VR mode for Resident Evil Requiem, so I decided to do a comparison between the Resident Evil 4 Remake new VR mod and Capcoms official PSVR2 version and the results are quite surprising👉youtu.be/RXWV5gPzgLk?si…
@einzbern_tweet@Pirat_Nation@GeForce_JacobF Actually, latest DLSS models is also available on previous drivers
For example, 581.29 has a great perf compared to the latest 590, and doesn't have bugs of 570 lineup.
But it still have a latest DLSS available.
@DistantShoreGMS@Banninttv I've complete the demo in Steam, but there's no option to leave a review...
By the way, I've posted a feedback in Steam discussion thread anyway!
My heart just jumped out of joy!!
SPRAWL Zero just got announced and it looks SO GOOD!!!
Combat in Sprawl Zero is fast-paced but grounded. Enemy squads will communicate and coordinate to wrestle the advantage. Flanks, covering fire, and grenades will flush you out, creating dynamic firefights inspired by classics like F.E.A.R. and Halo.
@333hronos Can you confirm what I see here as well, in that there's motion blur from side to side but less (if not none), when looking up/down quickly?
That and main menu + removing hardcoded res will be incorporated this week so it's actually playable without a 4K monitor and a 5090.
Quake 2 RTX - VR MOD -- WAIST LOCO on Quest Pro
It's totally loco!
Basically I just use Quest's synthetic body tracking (over Link), grab the waist pose, and use its yaw to determine the direction of movement (rotate forward + strafe) on the horizontal plane in 2D.
Code is EZ.
@BattleAxeVR Oh, I feel sorry to distract you from base priorities.
All I can say, as an ordinary user, that if there are priorities I would of course vote for some basic features for comfortable playthrough (res, good upscale for perf, main menu), over a dual wielding for example.
@333hronos I did actually swap L/R at one point for pea shooter cause the fingers scaled up at this distance are just gross-looking nubs, but the issue is the other weapons, I would need per-weapon swap or not. It gets a little complicated / bleh.