Control Resonant’s 1080p Minimum Already Assumes an Upscaler

Every one of Remedy's six requirement tiers carries an upscaler preset, including the GTX 1070 minimum, and nothing in the table asks past 12GB of VRAM.

Remedy has published PC system requirements for Control Resonant, and every one of the six tiers carries an upscaler preset, down to the 1080p 30 fps minimum built around a GTX 1070. The hardware underneath that framing is lighter than it sounds, with nothing in the table asking past 12GB of VRAM.

Six tiers, and not one of them runs native

Control Resonant lands on PC and consoles on September 24. The requirement table splits into three tiers without ray tracing and three with it, and each line states a resolution, a frame rate target, a graphics preset and an upscaler preset. The minimum is 1080p at 30 fps with the upscaler on Quality, a GTX 1070, RX 5600 XT or Arc A580, 6GB of VRAM, and a Core i5-8500 or Ryzen 5 3500, listed in full by KitGuru. That GPU list quietly rules DLSS out of the game's own entry point. Pascal has no tensor hardware, so a GTX 1070 owner is not reaching 1080p 30 fps on the DLSS 4.5 path Remedy supports further up the stack, and the requirement line says only "Quality" without stating which upscaler covers that tier.

The rest of the ladder is easier than the upscaler-everywhere framing suggests. 1440p at 60 fps on Medium wants an RTX 3060 Ti, RX 6700 XT or Arc B580 with 8GB and the upscaler on Balanced. 4K at 60 fps on High with ray tracing off wants an RTX 3080 or RX 6800 XT with 10GB at Performance, which on the usual 50 percent scale factor is a 1080p internal render reconstructed to 4K. VRAM never exceeds 12GB anywhere in the table, which is the genuinely unusual part; system memory sits at 16GB on every line and the install wants 120GB of SSD space.

Ray tracing starts low, at an RTX 2060 SUPER, RX 6600 or Arc A580 for 1080p 30 fps on the Low RT preset. The top of the table is path tracing at 4K 60 fps on an RTX 5080 with the upscaler on Performance and 12GB of VRAM, and no tier anywhere calls for an RTX 5090. Remedy supports DLSS 4.5 and FSR 4.1 with both vendors' frame generation, and OC3D reads the targets as real frame rates measured without frame generation, so the multipliers sit on top of those numbers rather than inside them. All of it is a pre-release vendor table until someone benchmarks the shipping build.

CD Projekt Red says the Deck pays nothing for the remaster

The Witcher 3 Remastered arrives on September 29 as a free update, and CD Projekt Red's pitch for handhelds is that the visual upgrade carries no performance bill. Executive producer Jakub Kutrzuba told PC Gamer the game will "work the same way, but look much much better" on Steam Deck, because the reworked rendering engine runs many of the game's systems faster and can therefore show "a more beautiful image with the same cost", with the same claim extended to Switch 2, covered by OC3D.

That is a developer statement ahead of release rather than a measured result, and the realistic reading is narrower than it sounds. Ray tracing and path tracing are not what a Deck runs, so what a handheld actually collects is whatever the new renderer's efficiency gains and the upgraded assets deliver at Deck-class settings. OC3D expects the game to keep its Steam Deck Verified badge, which is an expectation rather than anything Valve or CD Projekt Red has confirmed for the new build.

The engine work has at least one concrete result already. Songs of the Past, the expansion coming to The Witcher 3, is set in an area whose dense vegetation caused problems during development, and its game director Jakub Rokosz told TechRadar the expansion was impossible without the remaster changes.

A free Source-engine shooter picks up 64-bit and a Vulkan default

No More Room in Hell, the free co-op survival horror that started as a Source engine mod, has taken an engine-level update that reads like a very old backlog clearing at once. 64-bit binaries now launch automatically on a 64-bit OS, a Vulkan renderer is in and enabled by default on Linux, and Steam Networking drops the port-forwarding step for hosting, with public, friends-only and unlisted server options in the create-server dialog, per the changelog GamingOnLinux ran through.

The rest is the housekeeping that decides whether an old build is tolerable on current hardware: UI scaling for high-resolution screens, a borderless window option, bicubic lightmaps and radial fog carried over from the Half-Life 2 20th Anniversary Update, and the game finally launching at native resolution instead of 640×480. A batch of prediction fixes covers the rollbacks that fire every frame when crouching or pressed against a wall, and base velocity drifting out of sync on conveyors and moving props. That class of client-server mismatch rarely produces a bug report; it just makes a co-op shooter feel slightly wrong for years.

None of that changes what the game is. It does mean the Linux build is now 64-bit and defaults to Vulkan, which makes this the version worth trying again if the game bounced off a machine before.

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