Happy Ray Games – независимая студия разработки игр, известная прежде всего благодаря созданию Ikenfell, тактической ролевой игры о школе волшебства. Студия делает акцент на повествовательных играх с уникальной визуальной стилистикой и глубоким геймплеем. Хотя информации о конкретной истории основания и местоположении студии немного, их фокус на качественных инди-проектах делает их заметным игроком на рынке.
Resident Evil Requiem PC performance analysis: Great visuals and decent frame rates all round, though path tracing's an obvious frame rate killer Upscaling is a bit of a must-use, but that's a given these days. Test PC specs - Asus ROG Ally, 15 W + 6 GB VRAM modes - Ryzen 7 7735HS (54 W), 16 GB DDR5-4800, GeForce RTX 4050 - Core i7 9700K (65 W), 16 GB DDR4-3200, Radeon RX 5700 XT - Ryzen 7 5700X3D (105 W), 32 GB DDR4-3200, GeForce RTX 3060 Ti - Core Ultra 9 285K (125 W), 48 GB DDR5-8400, Radeon RX 7900 XT - Ryzen 9 9950X3D (170 W), 32 GB DDR5-6000, GeForce RTX 5090 - Monitors: Acer Nitro XV282K KV / MSI MPG 321URX - Operating System: Windows 11 25H2 - Drivers: Adrenalin Edition 26.1.1 / GeForce Game Ready 591.86 To examine what kind of performance you can expect to get on your gaming PC with Resident Evil Requiem, I used as broad a range of systems as I could. Handheld gaming PC 720p Lowest preset | No ray tracing (RT) | FSR Balanced upscaling Our first port of call is a handheld gaming PC, specifically the Asus ROG Ally, with its power set to 15 W but with the GPU VRAM forced to 6 GB, instead of the default 4 GB. Minimum spec gaming PC 1080p Normal preset | No RT | FSR Balanced upscaling Okay, so a combination of an Intel Core i7 9700K and AMD Radeon RX 5700 XT isn't quite as min-spec as Capcom's minimum system requirements, but the CPU and GPU are almost eight and seven years old, respectively.
Mesa 26.0 has arrived as the latest new-feature release of open source graphics drivers, and there's a whole lot to be excited about in this one. Mesa is the open source 3D graphics library, which includes implementations of Vulkan 1.4, OpenGL 4.6, OpenGL ES 3.2, OpenCL 3.0, and more APIs. Users can expect the usual flurry of improvements across all drivers and components, including these new extensions & features highlighted by their developers (in no particular order): - VK_KHR_relaxed_block_layout on pvr - VK_KHR_storage_buffer_storage_class on pvr - VK_EXT_external_memory_acquire_unmodified on panvk - VK_EXT_discard_rectangles on NVK - VK_KHR_present_id, VK_KHR_present_id2 on HoneyKrisp - VK_KHR_present_wait, VK_KHR_present_wait2 on HoneyKrisp - VK_KHR_maintenance10 on ANV, NVK, RADV - VK_EXT_shader_uniform_buffer_unsized_array on ANV, HK, NVK, RADV - VK_EXT_device_memory_report on panvk - VK_VALVE_video_encode_rgb_conversion on radv - VK_EXT_custom_resolve on RADV - GL_EXT_shader_pixel_local_storage on Panfrost v6+ - VK_EXT_image_drm_format_modifier on panvk/v7 - VK_KHR_sampler_ycbcr_conversion on panvk/v7 - sparseResidencyImage2D on panvk v10+ - sparseResidencyStandard2DBlockShape on panvk v10+ - VK_KHR_surface_maintenance1 promotion everywhere EXT is exposed (anv, hk, lvp, nvk, radv, tu, v3dv, vn) - VK_KHR_swapchain_maintenance1 promotion everywhere EXT is exposed (anv, hk, lvp, nvk, radv, tu, v3dv, vn) - VK_KHR_dynamic_rendering on PowerVR - VK_EXT_multisampled_render_to_single_sampled on panvk - VK_KHR_pipeline_binary on HoneyKrisp - VK_KHR_incremental_present on pvr - VK_KHR_xcb_surface on pvr - VK_KHR_xlib_surface on pvr - VK_KHR_robustness2 promotion everywhere EXT is exposed (panvk v10+, HoneyKrisp, hasvk, NVK, Turnip, lavapipe, venus) If you want some background on the ray tracing improvements, developer Natalie Vock put up a blog post at the end of January with a load of technical info. (probably still 3mnths until we see fixes be fully integrated) Last edited by Gerarderloper on 11 Feb 2026 at 7:51 pm UTC Quoting: GerarderloperAMD/Intel RT performance being quite far behind NVIDIA, and probably still behind.Yes, the $1000 more hardware is 1000$ worth better at raytracing, ofcourse.