I wonder why they specify samsung drives.
Samsung is a lot of things to a lot of industries (and people), but in the *NAND flash realm, they've managed to stay #1 in terms of delivered performance. I tend to be more cavalier with storage purchases for personal use, but if it needs to
work, I'm using a Samsung SSD in it.
*(Optane is and could be faster, but doesn't count given the cost disparity, available capacities, and because it isn't NAND flash to begin with)
I found the "dynamic refresh rate under windows 11" to be weird.
From
Microsoft:
Note: All your existing games will continue to run and perform like they always have because DRR does not apply to games.
So probably updated boilerplate for specs. From what I can tell, GPU drivers allow you to force VRR globally as well as on a per-game basis.
First Direct Storage game -- gonna get a lot of scrutiny and close looks for sure.
I'll take it just working on supported hardware. Direct Storage is going to take years to roll out properly, not least of which due to SSDs supporting the tech not yet being widely available in mainstream drives. Need to get that base covered first, then developers can consider actually relying on it.
At least the software is ahead of the hardware on this one!
The Graphics look nice, does the variable sync support freesync, gsync or both?
Shouldn't matter. I see some games mention VRR in their settings menus, but generally VRR is independent of the game in question.
Imagine having to download that in 4Gb chunks from GoG.
Got to wonder what this is about. Only GoG game I'm playing at the moment is The Witcher 3 (now with RT), is there something peculiar to how GoG does game data distribution?