2022 marks the 35th anniversary of the original Street Fighter game’s debut in Japanese arcades in August 1987, and to celebrate, Capcom has revealed a new logo for the franchise’s milestone. Capcom also teased “future development” of Street Fighter on the Japanese Twitter account for the game, hinting at more projects in the future.

🎉ストリートファイター35周年🎉

『ストリートファイター』は2022年で35周年を迎えます!
応援していただいている皆さまと共に、35周年を盛り上げたくロゴを制作しました。

今後の『ストリートファイター』シリーズの展開にご期待ください!#ストリートファイター35周年 #STREETFIGHTER #SF35th pic.twitter.com/QmXTYus9YS

— ストリートファイター / STREET FIGHTER (@StreetFighterJA) January 10, 2022

Back in 2017, Capcom celebrated Street Fighter’s 30th anniversary with the release of the Street Fighter 30th Anniversary Collection, a collection of all 12 main arcade game versions across Street Fighter, Street Fighter II, Street Fighter III, and the Street Fighter Alpha series of games.

While 1987’s Street Fighter may have been the first game in the series, it was the release of Street Fighter II in 1991 that paved the way for the rise of fighting games in arcades and on home consoles during the early part of that decade. The most recent chapter in the franchise, Street Fighter V, launched back in 2016 for PS4, PC, and arcade systems, and over the years it has been updated with Arcade and Champion Editions rolling out.

Street Fighter V’s final downloadable characters arrived last year for the game, dropping Rival Schools’ Akira Kazama and an original character by the name of Luke into the game’s roster. Luke’s debut was a notable one, as Capcom described this character as being representative of “the future” of the franchise.

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Forza Horizon 5 is still zooming up the charts, as it has now passed 15 million players. The in-game player-counter reveals the new number, as shared on social media (via TheGamer).

The game of course hasn’t necessarily sold that many copies, as the racing title is available on Xbox Game Pass. But no matter the case, it’s a massive milestone for Playground’s latest.

Exactly two months after its release, Forza Horizon 5 has crossed the 15 million players mark.

Congrats to the team @WeArePlayground on the well deserved success! 👏 pic.twitter.com/f169Q58Smy

— MauroNL (@MauroNL3) January 9, 2022

The game reached 4.5 million players across console, PC, and the cloud right out of the gate, and it enjoyed the “largest launch day” for an Xbox Game Studios title. It also reached a peak concurrent player figure that was 3X bigger than Forza Horizon 5’s peak concurrent record.

Playground will continue to update and support Forza Horizon 5 with multiple expansions and other updates in the future. This is all happening as Playground’s second team develops a new Fable game. In another notable development, Playground’s co-founder Gavin Raeburn has left the studio.

While we’ve learned much about how well Forza Horizon 5 is performing in the market, the same can’t be said for Microsoft’s more recent big game, Halo Infinite. Microsoft has not shared any player or sales statistics for the game, which released its multiplayer in November and campaign in December.

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Valve’s PC store and platform Steam has set a new concurrent player record. The platform exceeded 28 million concurrent users today, January 9, to set a new all-time high. The numbers were disclosed on Steam’s public statistics page. The new record is 28,230,661.

Analyst Daniel Ahmad observed that Steam saw “strong growth” for concurrent users in 2020 due to the pandemic. This growth has only continued since then. Steam reached 27.9 million concurrent players earlier in January, so it was only a matter of time before the service cracked 28 million officially–and now it has.

Steam hit 28 million concurrent users today.

Concurrent users saw strong growth during 2020, due to the impact of COVID-19, but it’s clear that growth also continued to persist in 2021.

Peaks reached each Jan:

Jan 2019: 17.6m
Jan 2020: 18.3m
Jan 2021: 25.4m
Jan 2022: 28.2m https://t.co/iBRLqLGqAw

— Daniel Ahmad (@ZhugeEX) January 9, 2022

In terms of Steam’s most popular games by player count, Valve’s own Counter-Strike: Global Offensive topped the charts for January 9, with a peak of 881,051 players. Another Valve game, Dota 2, followed with a peak of 748,270 players. The rest of the top five included PUBG (351,766), Apex Legends (237,441), and Grand Theft Auto V (152,326).

Steam’s most popular games

Steam is massively popular, but some publishers are moving away from it. Ubisoft, for example, no longer releases its games on Steam due in part to Valve’s business model. Ubisoft’s Chris Early spoke out against Steam, saying its business model is “unrealistic.” He added, “It doesn’t reflect where the world is today in terms of game distribution.”

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Players will need to spend about 500 hours to “fully complete” Dying Light 2, developer Techland has confirmed, while also acknowledging that this is the projected run time for a 100% run. Finishing the game’s story and side quests will take less time, the studio said.

500 hours is about the same time it would take to walk from Warsaw (where Techland has an office) to Madrid, the studio said.

To fully complete Dying Light 2 Stay Human, you’ll need at least 500 hours—almost as long as it would take to walk from Warsaw to Madrid!#DyingLight2 #stayhuman pic.twitter.com/Sk3KFpRJoA

— Dying Light (@DyingLightGame) January 8, 2022

Note: It’s about 100% completion rate, most of the players who are in for story and side quests will be able to complete the game quicker, it will still be a solid experience though!

— Dying Light (@DyingLightGame) January 8, 2022

Plenty of responses came in related to Techland’s 500-hour tweet, and the studio issued its own response to clarify the matter further. The studio said, “500 hours is related to maxing out the game–finishing all the quests, endings, and exploring every part of the world, but a regular player should finish the story + side quests and do quite a lot of exploring in less than 100 hours, so don’t worry!”

In another tweet, Techland said it will take about 70-80 hours to finish the main story and side quests “if you’re not in a rush.”

UPDATE:
500 hours is related to maxing out the game – finishing all the quests, endings, and exploring every part of the world, but a regular player should finish the story + side quests and do quite a lot of exploring in less than 100 hours, so don’t worry! 🥰 https://t.co/4R641zkLpg

— Dying Light (@DyingLightGame) January 8, 2022

In other news, Dying Light 2’s next and final Dying 2 Know livestream is coming on January 13, promising a “huge info drop” for the game.

Dying Light 2 launches on February 4 for PS5, Xbox Series X|S, and it will also be available via the cloud for Nintendo Switch. The game is also coming to PS4, Xbox One, and PC. Everyone who preorders the game gets the Reload and the Reach for the Sky packs, which come with special outfits, weapons, and skins. The Reach for the Sky pack specifically was designed in partnership with Rosario Dawson (The Mandalorian) who voices a character in Dying Light 2.

February 2022 is shaping up to be a massive month for new releases. Other games releasing in February include Horizon: Forbidden West, The King of Fighters XV, and Sifu. Also coming that month is Destiny 2‘s Witch Queen expansion and the Saints Row reboot.

Read MoreGameSpot – Game News

Microsoft has announced that the next Halo Infinite pro tournament is undergoing some significant changes due to the pandemic. In a statement, the Halo Esports account announced that, first and foremost, spectators will no longer be allowed at the upcoming Anaheim Regional Championship in February.

Additionally, the tournament’s open bracket will now be an online-only event. The winners of the open bracket will determine the teams that play in-person at Anaheim Regional. What’s more, Microsoft said, “In order to ensure a competitive tournament that is inclusive of the broader community, we will instead be hosting an online qualifier to find the remaining 8 teams and that will join the Top 8 teams from the HCS Kickoff Raleigh 2021.”

An update regarding the @HCS NA Regional Finals at @DreamHack Anaheim 2022 pic.twitter.com/LCZ8s3Bc18

— Halo Esports #HCS (@HCS) January 8, 2022

These changes are being made “due to the rapidly changing environment around COVID-19 and the rising number of cases,” Microsoft said.

“The safety of the Halo community, as well as our staff, is and always will be the top priority,” Microsoft said. “And we will be taking additional measures on-site in Anaheim to ensure the highest level of safety while also aligning with local regulations.”

More details about the Anaheim Regional Championship will be announced on Friday, January 14, so keep checking back for more.

For more on Halo Infinite, check out GameSpot’s recent stories linked below:

Halo Infinite Fracture: Tenrai Event Returns With Updated Rewards And Other ChangesHalo Infinite: The Best Missing Halo Weapons We Want To SeeHalo Infinite’s Battle Pass Has Undergone An Uneasy But Definite ImprovementRead MoreGameSpot – Game News

There’s no questioning that Final Fantasy VII Remake is not Final Fantasy VII, which is arguably why the 2020 remake works beautifully and is so enticing for both longtime fans and newcomers alike. However, if the idea of Remake being just a bit more similar to its predecessor is appealing to you, you’re going to love a new fan project that seeks to reimagine the 2020 hit through the same lens as the 1997 classic–literally.

As noticed by GamesRadar, YouTuber Final FanTV has assembled a video featuring the first six minutes of Final Fantasy VII Remake and Final Fantasy VII, side-by-side, using photomode mod tools created by Otis_Inf to perfectly frame Remake in the same fixed fashion as the original. According to Final FanTV, the video is meant to be a “proof of concept” that will “inspire the modding community to make FF7R fully playable with classic PS1 FF7 Cameras.”

The video follows Cloud and rest of the AVALANCHE ground team during the games’ iconic bombing mission, starting with Cloud’s arrival at the train platform and ending with him placing the detonation on the reactor’s core. Final FanTV uses this journey to showcase Remake’s stunning graphics and set pieces with the same high and wide camera angles as the original game, which ultimately makes the game’s scale and attention to detail even more noticeable.

The clip also features a few of the game’s battle scenes recreated to mimic the style of the original game’s slower-paced combat, though the YouTuber recommends that modders leave the battle scenes alone as they are “too massive” to follow or capture well. Final FanTV also stated they believe that the game’s cutscenes should also “cut back to Remake,” as the “lighting and placement changes” can be dramatic.

Thanks to Final Fantasy VII Remake’s recent arrival on PC, it seems likely we can expect a whole lot of fun, nostalgic, and quality-of-life improving mods headed our way soon. Here’s hoping this one makes the cut.

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Just about every week brings something new to Destiny 2, whether it’s story beats, new activities, or interesting new combinations of elements that let players devastate each other in the Crucible. Iron Banter is our weekly look at what’s going on in the world of Destiny and a rundown of what’s drawing our attention across the solar system.

One of my favorite things about Destiny 2 is when unforeseen weirdness coalesces in just the right way to create a moment–something you had to be there to experience. Lately, we’ve had one of those, as the nuances of how Dares of Eternity works has thrown new players into an unwinnable activity where they get repeatedly stomped, much to the chagrin of Xur and disapproval of the Starhorse.

It’s an unlucky confluence of how Dares works. Your first time in the game after the launch of Dares of Eternity, you’re automatically thrown into a match. The mode has a slightly higher Power requirement than 1100, the current starting Power level, which is just enough to make enemies unmanageable for green Guardians. Dares also includes Champions, which you can’t defeat without mods unlocked through the seasonal artifact. Thus, Xur goes from being an amiable-if-bewildered Steve Harvey type, to a demonic Richard Dawson, and Dares stops being a Destiny version of Press Your Luck and becomes something more like The Running Man.

As Destiny community manager dmg04 noted on Twitter, however, all hope has not been lost. Veteran Guardians have been delving into the game show hell that’s trapping New Lights by equipping low-Power gear and rescuing the players being tormented there. And that’s the best solution to the problem that currently exists, with Bungie encouraging players to go help until a fix can be instituted sometime in the future. There’s even going to be an emblem honoring the heroism of those community members helping out the blueberries (as well as commemorating the blueberries whose first steps in Destiny were a crucible [ahem] of demented, impossible equine whims).

These little in-game moments don’t happen super often but, for me, when they do, they make the game feel special. Sure, it was super annoying to play the Crucible during the time of Lord of Wolves, when the Exotic shotgun-meets-pulse rifle was ludicrously powerful, and it was extremely tough to compete with anything else. But it was also kind of hilarious, if I’m being honest, and it’s fascinating to see these instances when just about everyone in the Destiny community seizes on a particular idea or a specific opportunity. Sometimes Bungie creates these moments with elements like the Corridors of Time. And sometimes, they happen by accident. Either way, they help make the game feel like something more than just a game.

At this point, it sounds like there are so many Destiny 2 players dropping their Power levels down to help stranded New Lights that there aren’t really that many stranded New Lights left. The way the Destiny community comes together on things like this is pretty cool, and something I love about playing this game over a long period is being able to reminisce about moments like this. Remember when Xur tried to trap all the new players in a black hole? That sure was funny.

Apropos of nothing: Go buy the “Too Cool Dance” emote in the Eververse store. It’s evil Peter Parker’s hilarious dance from Spider-Man 3, and it’s essentially free this week–it’s available for Bright Dust and costs the same amount that Bungie gives for the week as part of the 30th Anniversary celebration. Treat yourself.

Destiny 2’s Best Year

With the close of 2021, GameSpot spent a whole lot of time looking at the past 12 months to assess the games we’d played, calling out the best of the year and highlighting our favorites. And now that that’s out of the way, I’ve been doing the same thing with Destiny over the last few days. I’ve been saying for a while that each year since the release of Forsaken, the game has seen significant improvement, and I think 2021 was Bungie’s best to date.

I tried to quantify some of those thoughts in another piece, where I zeroed in on one aspect that I think is indicative of the changes Destiny 2 has gone through this year that have seriously improved it: Crow. In a big way, Crow functions as a thematic protagonist for the story seasons following Beyond Light. He provides an outsider perspective on Destiny at large, and his backstory as Uldren Sov provides a thematic underpinning to everything that has happened. Crow is both a former enemy and someone who doesn’t see enemies in every alien–unlike those of us who have been playing the game for years. His perspective has freshened up a lot of storylines and shaken up a lot of characters.

I won’t rehash too much of what I already said about Crow. Some discussions I’ve had since publishing that article have pointed out, I think rightly, that despite the fact that I called him Destiny’s protagonist in that piece, he’s not everyone’s main character. I meant that more as a way to explain his function in the story–Crow is providing a through-line to seasons that would normally be somewhat segregated from one another. Destiny has a pretty diverse cast of characters at this point, and to the people who relate to those characters, Crow can feel like the sort of default male video game protagonist-type character. So when I say he’s the “main character” of Destiny right now, I mostly mean that his perspective is being used to challenge the game’s norms, thanks to his backstory, and not that he’s “better” or “more important” than the characters we already have years-long relationships with.

In fact, I’d say that while Crow’s moments were great in 2021, the best story told this year was that of Mithrax, Saint-14, Osiris, and Lakshmi-2 in the Season of the Splicer. The political machinery of the Tower, the re-evaluation of Saint’s relationship to the Eliksni, the tension between Saint and Osiris, the struggle of Mithrax to protect his people as a group of vulnerable refugees among ostensible enemies–it was all excellent, and added a huge degree of depth to traditional Destiny ideas. Crow was barely a part of that, and it’s true that you can think of each season as having its own protagonist. What I think Crow is indicative of is Bungie’s attempts to make each of those episodes part of a larger whole, not just happening near each other. And that has improved the game significantly in my mind.

The entire seasonal approach, I think, has been greatly enhanced in 2021, such that it stands apart from other Destiny years. Even though we haven’t had an expansion for a bit since The Witch Queen was delayed, 2021 still did a great job of providing content at what felt like a solid, but not irritating, cadence. I know some players will take issue with that viewpoint, but I’d hazard that the vast majority of Destiny players–even die-hards–benefit from small bursts of weekly content or seasonal content, rather than bigger drops, on the whole. I’ve said before that I loved turning in each week for a TV show-like burst of Destiny 2, where I wasn’t required to sink hours into the game at any given time. There’s enough to engage without being buried. As an adult with other obligations, I found that flow to be excellent.

I liked each of the seasons this year and thought all of them had something good to offer. The seasonal activities feel like improvements and refinements over past years, and a lot of the frustrations that grew out of things like forge ignitions or warsat launches have been ironed out. It’s all just generally more fun and less annoying. The Shattered Realm and Expunge missions deserve special shoutouts, I think, as well–mixing six-player activities with these slightly slower, more thoughtful levels mixes up the weekly routine in a way that keeps things repeatable, while feeling a lot less repetitious. It’s a great approach.

Finally, I want to mention my favorite thing this year: Presage. A phenomenal story mission with tons of secrets, I played Presage over and over and over again to uncover everything it had to offer. It’s a particularly excellent mission because it taps into different aspects of the Destiny story and world, pulling on different emotions. I’d love to see more horror-leaning missions in Destiny 2 and I think Presage is an excellent proof-of-concept in that regard. We saw this year just how well Destiny 2 can juggle different genres of experience within its framework–I’d say that Dares and Grasp of Avarice are the best comedy Bungie has brought to the game, for instance, and that’s another high-water mark of “not the usual Destiny” to go with Presage. The variety is exciting, and I hope Destiny 2 takes more steps in different, creative directions.

Destiny 2 is in a great place as we head toward The Witch Queen. The game continues to improve with each passing year. From what I’ve heard from Bungie about its approach to the new expansion’s campaign, for instance, I’m pretty excited about what the future holds. The game has hit a particularly excellent stride, and it seems very likely that it’ll gain more momentum with the launch of The Witch Queen and beyond.

As always, feel free to drop your own feelings in the comments if you want to argue with my rosy take on Destiny 2, or if you’d like to call out anything you liked about the game in particular this year (like transmog–man, so much fashion). If there’s something you’d like to see in future instances of this column, you can drop those in the comments as well.

Read MoreGameSpot – Game News

During CES 2022, ASUS announced its H670, B660, and H610 motherboards designed for Intel’s 12th generation Alder Lake processors. Among the launch of five new ROG Strix models for Intel’s more budget-friendly B660 chipset, perhaps the most interesting of these is the ROG Strix B660-I Gaming WIFI. With its small mini-ITX sized frame, it boasts support for DDR5-6200 memory, 2.5 GbE, and Wi-Fi 6 networking, as well as support for two PCIe 4.0 x4 M.2 drives.

Much of the motherboard announcements at CES 2022 have been around Intel’s latest 600 series chipsets, the H670, B660, and H610. For the most part, these new motherboards have been focused on users looking for an affordable entry point onto Intel’s 12th generation Alder Lake desktop platform. The vast majority of these either come with ATX or micro-ATX sized PCBs. One designed for the small form factor enthusiasts looking to build a cheaper mini-ITX system compared to Z690 is the ASUS ROG Strix B660-I Gaming WIFI.

Some of the most notable features of the ASUS ROG Strix B660-I Gaming WIFI include one full-length PCIe 5.0 x16 slot, support for up to two PCIe 4.0 x4 M.2 drives, and four SATA ports that can support RAID 0, 1, 5, and 10 arrays. The board also supports the latest DDR5 memory, with speeds of DDR5-6200 and a total capacity of up to 64 GB supported across two memory slots.

Although we don’t have an image of the rear panel, we know the ROG Strix B660-I Gaming WIFI includes one USB 3.2 G2x2 Type-C, one USB 3.2 G1 Type-C, three USB 3.2 G1 Type-A, and three USB 2.0 ports. For networking, there’s one Ethernet port powered by an Intel I225-V 2.5 GbE controller, as well as an Intel Wi-Fi 6 CNVi. ASUS uses one of its Realtek-based SupremeFX S1220A HD audio codecs that control five 3.5 mm audio jacks. Finishing off the rear panel is a pair of video outputs, including one HDMI 2.1 and one DisplayPort 1.4.

ASUS hasn’t provided us with any information on when the ROG Strix B660-I Gaming WIFI will be available or how much it might cost.

Source: ASUS

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Recently, Halo Infinite has settled into a nice multiplayer groove. Soon after the free-to-play multiplayer mode launched, its monetization and battle pass were bombarded with rightful criticism from players. Over the past couple months, however, changes to the Battle Pass progression have been regular. Daily challenges finally offer enough experience points to effectively level up the game’s battle pass within a single gameplay session. Weekly challenges now have more variety and are easier to complete. An effective test case for this is the second Fracture Tenrai event. The first week of the event was controversial, as players claimed that it took too long to complete event-specific challenges with little reward to compensate. Seemingly in response, this week’s event offers more challenges (10 as compared to seven) and more frequent cosmetic rewards.

Changes to Halo Infinite multiplayer based on player feedback have been slow, rather than dramatic, but this latest event is a firm step in the right direction. However, even good changes belie the fundamental problem of Halo Infinite’s monetization system. No matter how much slicker systems of monetization and play become, the game’s money-making component relies on players spending more time and money than they otherwise might.

This isn’t to say that Halo Infinite has not undergone real improvement since its multiplayer mode launched in November. A good challenge structures play rather than dominates it. Sometimes I’m really in the mood for Slayer or Fiesta, but generally I’m up for whatever; I just want to play Halo. Challenges direct me to certain playstyles or modes. They help me feel as if each match is building to a larger goal than just winning in the moment. The addition of challenges like “Complete five FFA matches” or “Earn 7,500 Player Score In Team Slayer” help direct play while being relatively unobtrusive.

The primary problem here is having a whole queue of mode-specific challenges means you can only complete them one at a time. Fortunately, multiple challenges for the same mode tend to cue up at the same time. It’s relatively easy to bang out a challenge or two simultaneously, before moving on to the next “set.”

The challenge system still includes some annoyances, though they are significantly smaller than at launch. For example, I tend to skip challenges based on getting kills with certain weapons, unless those weapons are easily obtainable. Because each weapon spawn offers a type of weapon (e.g. pistol or shotgun), rather than a specific gun, it can be difficult to find the right weapon for your challenge, even if you know the maps by heart. Especially with the game’s more powerful weapons, which spawn on a timer and are also randomized based on the map, it can take five or more games to even get the opportunity to use a weapon for a challenge. The alternative is playing Fiesta, a mode where loadouts are randomized at spawn, but that obviously has a similar problem. It is always a little tough when a challenge locks you out because of random chance. To be fair, I have, at least, always had enough challenge swaps to get rid of particularly taxing or annoying challenges.

Despite the improvements, there is still a fundamental friction with the game that cannot be solved with better or more generous challenges. Multiple times, I have stopped playing Halo, though I was still up for more games, because I could get more XP in the morning. If I waited for the dailies to reset before activating a double XP boost, I could complete weekly and daily challenges simultaneously, thereby earning even more XP. I’ve also booted up another match, even though I felt done, because I needed one more kill to finish a goal. Fundamentally, battle passes and challenges push players to spend more time, more consistently with the game, regardless of whether they are enjoying that time or that consistency.

Furthermore, everything in the store is just too expensive. I, like every gay person playing Infinite, contemplated buying the cat ears bundle. I just couldn’t bite the bullet on spending 10 dollars on a minor accessory and the color pink. If you are playing the game for free, cosmetic options are limited to a handful of color swaps. This would be inconsequential if the game’s default designs were dynamic or varied. I am less interested in cosmetics in a game like Apex Legends, because the default designs are cool and at least vary from the dozens of other characters people might play. Loading into a match of Halo Infinite with four grey knock-off Master Chiefs is a grim sight, particularly since the game spends the opening and closing moments of the match showing off each player’s cosmetics. Because the multiplayer is free-to-play, it is inevitable that access to cosmetics requires plenty of time and at least a little money. That doesn’t make it feel any better.

Unfortunately, many or even most of these problems are inherent to monetization through a battle pass and a cosmetic store. There will always be a tangible difference between players who have spent money and those who haven’t. The battle pass will always encourage people to spend time on the game’s terms, rather than their own. I’ve said this before, but by nature, microtransitions uphold an exploitative economic model. This does not mean that it is fruitless to criticize issues with specific games or celebrate gradual change. Rather, I would invite us to open the possibility space, to trace the problems of monetization to their source, and to use these smaller controversies as fuel for transforming a frequently exploitative and destructive industry.

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It has been a busy CES 2022 for laptop and notebook manufacturers, with many new Intel and AMD mobile processors being announced and NVIDIA’s latest GeForce RTX 30 series mobile graphics cards. ASUS has updated a number of its ranges for 2022, including its TUF Gaming series. One of these is the TUF Dash 15, with a 15.6-inch screen available with either a 2560 x 1440p 165 Hz or 1920 x 1080p 300 Hz panel, the latest Intel Alder Lake mobile processor, NVIDIA’s GeForce RTX 30 series graphics, and Thunderbolt 4 connectivity.

Refreshed for 2022, the ASUS TUF Dash F15 has been upgraded with new features. Users have the choice between two different designs, off black or in moonlight white. ASUS claims that the touchpad is 27% bigger than the 2021 version while boasting a new and improved cooling system. The TUF Dash F15 uses ASUS’s new 84-blade Arc Flow fans that ASUS claims improve airflow by up to 13%.

The ASUS TUF Dash F15 features a 15.6-inch display and can be had with either a 165 Hz 2560 x 1440p or fast 300 Hz 1920 x 1080p screen, with both including support for Adaptive Sync and featuring a 3 ms response time. Powering the display is an NVIDIA GeForce RTX 3070 laptop graphics card while computing power is handled by an Intel Core i7-12650H Alder Lake mobile processor.

There’s also support for up to 16 GB of DDR5-4800 memory, up to and including two PCIe 4.0 x4 M.2 NVMe storage drives, and it comes with a 76 Wh battery with support for Type-C charging. ASUS also includes a Thunderbolt 4 Type-C port, but ASUS hasn’t unveiled a complete list of specifications or configurations at the time of writing.

ASUS hasn’t informed us when the TUF Dash F15 (2022) will be available or how much it will retail for.

Source: ASUS

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