In the current age of affordable technology, almost everyone has access to a pocket-sized camera via their smartphone. For those of you who desire something more authentically retro and don’t feel like spending an obscene amount of cash on a Leica camera, there is another option out there. If you don’t mind doing a little bit of soldering and coding to turn a Game Boy Camera add-on into a piece of fully-fledged DSLR equipment.

While the original accessory may have been seen as yet another gimmick for the Game Boy when it was first released in 1998, the Game Boy Camera has found new life with an audience who appreciate its retro charm and the quirky pixelated photos that it can take. Modifying the device makes it capable of fitting a camera lens onto it, as Twitter user Chicane demonstrated:

Call this DSLR phonk-tography pic.twitter.com/Z2JPav2bDz

— Chicane (@Chicane_Coyote) January 24, 2022

So how do you take the original wide-angle lens and turn it into a piece of equipment that can upload saved photos to your PC? As YouTuber Conorsev demonstrated, the process involves getting your hands on the right gear, soldering on an Arduino board to, and modifying it with some custom code to create a foundation for the Game Boy Camera customization project.

From there, Conorsev removed the camera from the cartridge, extracted the sensor, and attached a DSLR lens to it using a 3D-printed adapter. After some reassembly and some fine-tuning to get the camera sensor into an optimal position, Conorsev had his Game Boy set up to take some unique photos. Conorsev’s video is well worth watching to see just how doable the process of creating a modern-day Game Boy Camera is.

There’s an entire community of modders who have been upgrading Nintendo’s iconic handheld console for any number of wild and exciting tasks, with this DSLR mod being the tip of the customization iceberg. If you have a few dozen Game Boys lying around–and an impressive level of engineering skill–you can even arrange them into a gigantic synthesizer or use the handheld to create some scientific art:

Hey, I’m Zoë! Your regularly scheduled reminder that #IAmNonbinary. I love making glitch art and doing mad science with game boys. I’m a long time software engineer actively looking for new opportunities in the art/gamedev world. Would love to do whatever this is for a living. pic.twitter.com/6cck5zM6OM

— zøë wolfe (@glitch_wolfe) January 10, 2022

If you’d prefer to look back at the golden days of the Game Boy, you can also check out our feature on the best Game Boy games of all time and our Analogue Pocket review, which is the best way to make those classic games feel new again.

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Blizzard has announced it’s working on a new survival game for PC and consoles in what looks to be a brand-new universe. Unfortunately, that’s about all we know at this point, along with a look at some concept art for the project.

“Blizzard is embarking on our next quest,” a Blizzard blog post reads. “We are going on a journey to a whole new universe, home to a brand-new survival game for PC and console. A place full of heroes we have yet to meet, stories yet to be told, and adventures yet to be lived. A vast realm of possibility, waiting to be explored.”

We’re building a survival game in an all-new universe.
Join us in writing our next chapter: https://t.co/yf7W5p9ERQ pic.twitter.com/vWtkDYh1kX

— Blizzard Entertainment (@Blizzard_Ent) January 25, 2022

The announcement largely serves as a recruitment ad for the project. Blizzard is looking to fill a number of positions for the game, including level designer, lead software engineer, senior character artist, and more.

Concept art for Blizzard’s new survival game, which is still untitled

“Every story needs a teller,” the blog post continues. “And every world needs builders. What if that could be you? For thirty years, Blizzard has been creating universes for millions of players around the globe. This requires a diverse team of developers willing to lend their voices, to listen and to be heard. That is our mission.”

This new survival game will Blizzard’s first new IP since Overwatch in 2016. The announcement of the survival game comes in the wake of Microsoft beginning the process of acquiring Activision Blizzard in a $69 billion deal. Considering Activision Blizzard is in the process of becoming part of Microsoft, it’s unclear if this new game will come to PlayStation or Nintendo Switch, or if it will be an Xbox console exclusive.

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If you’re running out of storage for your gaming collection, today’s your lucky day. Over 15 products from SanDisk and WD are currently discounted on Amazon, including one of the lowest prices we’ve seen for the WD 10TB Elements Desktop HDD.

Whether you need additional space for Nintendo Switch, PS5, Xbox Series X, or PC, there’s a good chance the latest Amazon sale has a product that’ll fit your needs. From microSD cards and USB sticks to portable hard drives, here are a few of the highlights.

microSD Cards

If you’re looking for a fast microSD card with tons of storage space for your Switch, you can pick from a trio of SanDisk cards at Amazon for discounted prices;.

SanDisk 256GB Extreme microSDXC UHS-I — $32 ($38)SanDisk 256GB Extreme Pro microSDXC UHS-I — $46 ($100)SanDisk 512GB Ultra MicroSDXC UHS-I — $50 ($100)

USB Sticks

Need a USB stick for transferring files between computers? These SanDisk flash drives use USB 3.0 for speedy transfers.

SanDisk 512GB Ultra Luxe USB 3.1 — $45 ($55)SanDisk 256GB Extreme Go USB 3.2 — $47 ($58)SanDisk 1TB Extreme Pro USB 3.2 — $120 ($150)

Portable Hard Drives

You can use a portable drive to store and play PS4 and Xbox One games on Series X or PS5. Keep in mind that while these drives will store PS5 and Series X games, you’ll have to transfer your games back to the internal drive before playing them.

SanDisk 1TB Extreme Pro SSD — $170 ($310)WD 5TB My Passport for Mac — $100 ($160)SanDisk Professional 5TB G-Drive — $135 ($180)

Desktop Hard Drives

WD_Black 12TB D10 Game Drive — $280 ($300)WD 10TB Elements Desktop HDD — $170 ($300)

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For users buying a memory kit of DDR5, if they want to adhere to Intel specifications, will buy a DDR5-4800 kit. Though through XMP, there are other faster kits available – we’ve even tested G.Skill’s DDR5-6000 kit in our memory scaling article. But going above and beyond that, there’s overclocking.

Back in November 2021, extreme overclocker ‘Hocayu‘ managed to achieve DDR5-8704 using G.Skill’s Trident Z5 DDR5-6000 memory. As always with these records, they are made to be broken, and fellow Hong-Kong native lupin_no_musume has managed to surpass this with an impressive DDR5-8888, also using G.Skill Trident Z5 memory, with an ASUS’s ROG Maximus Z690 Apex motherboard, Intel’s Core i9-12900K processor, and some liquid nitrogen.

Without trying to sound controversial, indeed, extreme overclocking isn’t as popular as it once was. That isn’t to say it doesn’t have a purpose – using sub-ambient cooling methods such as liquid nitrogen, dry ice, and even liquid helium can boost frequencies on processors and graphics cards well beyond what’s achievable with standard cooling. Doing this not only shows the potential of hardware, but it also gives companies ‘bragging rights’ as being the proud owners of overclocking world records. Car companies boast about the best Nürburgring record for a variety of categories, or tuning their mainstream offerings, in a similar fashion.


G.Skill Trident Z5 DDR5-6000 (2 x 16 GB) memory kit. 

This not only pushes the boundaries of what DDR5 memory is capable of, but it’s also an impressive feat given DDR5 is relatively nascent. For reference, going from DDR5-6000 to DDR5-8888 represents an overclock of around 48% over the XMP profile and a crazy 85% overclock over the JEDEC specification of DDR5-4800. It should be worth noting that this is an all out data rate record regardless of latency, which in this case was increased to 88 over the standard 40, for stability. Going back to the car analogy, this would be akin to speed records on the drag strip, rather than on the oval.


Screenshot from G.Skill Trident Z5 DDR5-8888 CPU-Z validation (link)

While speeds of DDR5-8888 are not attainable in the form of purchasable memory kits for Alder Lake, G.Skill did unveil a retail kit that tops out at DDR5-7000. We also reported back in November 2021 that S.K. Hynix was planning for DDR5-8400 at 1.1 volts, but that’s actually part of the entended JEDEC specifications for when processors get verfied at that speed.

Source: G.Skill

Related Reading

Intel Alder Lake DDR5 Memory Scaling Analysis with G.Skill Trident Z5
ASUS Demonstrates DDR5 to DDR4 Converter Card
G.Skill Unveils Premium Trident Z5 and Z5 RGB DDR5 Memory, Up to DDR5-6400
Insights into DDR5 Sub-timings and Latencies

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The popular battle royale game PUBG recently changed business models and became a free-to-play game. That switch proved to be very successful, with developer Krafton announcing today that the game saw a 486% increase in new players in the week after the switch to free-to-play.

That outpaces the player growth rate from back when PUBG initially launched in 2017. Krafton also announced that the growth rate for new players was higher, at 537%, in places like the Commonwealth of Independent States, Southeast Asia, and South America.

At its peak, PUBG reached 690,000 total “active” players on Steam as part of the transition, Krafton said. Not only are more people playing PUBG now following the business model switch, but the average playtime jumped by more than 100% on PC and console compared to the week before the change. And for PlayStation specifically, PUBG saw a 400% increase in average playtime, Krafton said.

Krafton went on to say that PUBG’s various tutorials were the most-played content during the F2P transition, while the Taego and the Erangel maps have been the most-played since January 12.

To celebrate these achievements, Krafton is giving away special in-game rewards for people who play PUBG for at least one hour between 4 PM PT / 7 PM ET on January 27 and 3:59 PM PT / 6:59 PM ET on January 30. People who log in between now and February 17 will get the Orbital Vanguard skins.

Prior to the F2P switch, PUBG sold more than 75 million copies across PC and console. The game’s universe continues to grow with the mobile game New State Mobile and a spin-off called The Callisto Protocol from Dead Space and Call of Duty veteran Glen Schofield’s new studio.

Read MoreGameSpot – Game News

Khronos this morning is taking the wraps off of Vulkan 1.3, the newest iteration of the group’s open and cross-platform API for graphics programming.

Vulkan 1.3 follows Khronos’s usual 2 year release cadence for the API, and it comes at a critical juncture for the API and its future development. Vulkan has been a full and official specification since 2016, turning 6 years old this year. This has given the API plenty of time to mature and have its kinks worked out, as well as to be adopted by software and hardware developers alike. But it also means that with the core aspects of the API having been hammered out, where to go next has become less obvious/harmonious. And with the API in use for everything from smartphones to high-end PCs, Vulkan is beginning to fragment at points thanks to the wide range of capabilities in devices.

As a result, for Vulkan 1.3, Khronos and its consortium members are taking aim at the future of the API, particularly from a development standpoint. Vulkan is still in a healthy place now, but in order to keep it that way, Khronos needs to ensure that Vulkan has room to grow with new features and functionality, but all without leaving behind a bunch of perfectly good hardware in the process. Thankfully, this isn’t a new problem for the consortium – it’s something virtually every standard faces if it lives long enough to become widely used – so Khronos is hitting the ground running with some further refinements to Vulkan.

Vulkan 1.3 Core

But before we get into Khronos’s fragmentation-fighting efforts, let’s first talk about what’s coming to the Vulkan 1.3 core specification. The core spec covers all of the features a Vulkan implementation is required to support, from the most basic smartphone to the most powerful workstation. As a result it has a somewhat narrow scope in terms of graphical features, but as the name says on the tin, it’s the common core of the API.

As with previous versions of the spec, Khronos is targeting this to work on existing Vulkan-compliant hardware. Specifically, Vulkan 1.3 is designed to work on OpenGL ES 3.1 hardware, meaning that of the new features being rolled into the core spec, none of them can be beyond what ES 3.1 hardware can do.

Consequently, Vulkan 1.3’s core spec isn’t focused on adding new graphical features or the like. By design, graphical feature additions are handled by extensions. Instead, the 1.3 core spec additions are largely a quality-of-life update for Vulkan developers, with a focus on adding features that simplify some aspect of the rendering process or add more control over it.

Altogether, Khronos is moving 23 existing extensions into the Vulkan 1.3 core spec. Most of these extensions are very much inside-baseball fodder for graphics programmers, but there are a couple of highlights. These include the integer dot product function, which is already widely used for machine learning inference on GPUs, as well as support for dynamic rendering. These functions already exist as extensions – so many developers can and are already using them – but by moving them into the core spec, they are now required for all Vulkan 1.3 implementations, opening them up to a wider array of developers.

But arguably the single most important addition coming to Vulkan isn’t an extension being promoted into the core specification. Rather, it’s entirely new functionality entirely, in the form of feature profiles.

Vulkan Profiles: Simplifying Feature Sets and Roadmaps

Up until now, Vulkan has not offered a concept of feature levels or other organizational grouping for additional feature sets. Beyond the core specification, everything in Vulkan is optional, all 280+ extensions. Meaning that for developers who are building applications that tap into features that go beyond the core spec – which has quickly become almost everything not written for a smartphone – there hasn’t been good guidance available on what extensions are supported on what platforms, or even what extensions are meant to go together.

The freedom to easily add extensions to Vulkan is one of the standard’s greatest strengths, but it’s also a liability if it’s not done in an organized fashion. And with the core spec essentially locked at the ES 3.1 level for the time being, this means that the number of possible and optional extensions has continued to bloom over the last 6 years.

So in an effort to bring order to the potential chaos, as well as to create a framework for planning future updates, Khronos is adding profiles to the Vulkan standard.

Profiles, in a nutshell, are a precisely defined lists of supported features and formats. Profiles don’t define any new API calls (that’s done by creating new extensions outright), so they are very simple conceptually. But, absent any kind of way to define feature sets, they are very important going forward for Vulkan.

The power of profiles is that they allow for 280+ extensions to be organized into a much smaller number of overlapping profiles. Rather than needing to check to see if a specific PC video card supports a given extension, for example, a developer can just code against a (theoretical) “Modern Windows PC” profile, which in turn would contain all of the extensions commonly supported by current-generation PCs. Or alternatively, a mobile developer could stick to an Android-friendly profile, and quickly see what features they can use that will be supported by most devices.

At a high level, profiles are the solution to the widening gap between baseline ES 3.1 hardware, and what current and future hardware can do. Rather than risk fragmenting the Vulkan specification itself (and thus ending up with an OpenGL vs. OpenGL ES redux), profiles allow Vulkan to remain whole while giving various classes and generations of hardware their own common feature sets.

In line with the open and laissez faire nature of the Khronos consortium, profiles are not centrally controlled and can be defined by anyone, be it hardware devs, software devs, potato enthusiasts, or even Khronos itself. Similarly, whether a hardware/platform vendor wants to support a given profile is up to them; if they do, then they will need to make sure they expose the required extensions and formats. So this won’t be as neat and tidy as, say, Direct3D feature levels, but it will still be functional while offering the flexibility the sometimes loose consortium needs.

That said, Khronos’s expectation that we should only see a limited number of widely used profiles, many of which they’ll be involved with in some fashion. So 280 extensions should not become 280 profiles, at least as long as the hardware vendors can find some common ground across their respective platforms.

Finally, on a technical level, it’s worth noting that profiles aren’t just a loose list of features, but they do have technical requirements. Specifically, profiles are built as JSON lists, which along with providing a means to check profile compatibility, also open the door to things like generating human-readable versions of profiles. It’s a small distinction, but it will help developers quickly implement profile support in a generic fashion, relying on the specific JSON lists to guide their programs the rest of the way.

Profiles are also not limited to being built upon Vulkan 1.3. Despite being introduced at the same time as 1.3, they are actually a super-feature of sorts that can work with previous Vulkan versions, as all of the heavy lifting is being done at the application and SDK level. So it will be possible to have a profile that only calls for a Vulkan 1.0 implementation, for example.

Google’s Android Baseline 2021 Profile

The first profile out the door, in turn, comes from Google. The Android author is defining a Vulkan profile for their market that, at a high level, will help to better define and standardize what feature are available on most Android devices.

Interestingly, Google’s profile is built upon Vulkan 1.0, and not a newer version of Vulkan. From what we’re told, there are features in the Vulkan 1.1 core specification that are still not widely supported by mobile devices (even with the ES 3.1 hardware compatibility goal), and as a result, any kind of common progression with Vulkan on Android has become stalled. So since Google can’t get Vulkan 1.1/1.2/1.3 more widely supported across Android devices, the company is doing the next best thing and using a profile to define a bunch of common post-1.0 extensions that are supported by the current crop of devices.

The net result of this is the Android Baseline 2021 Profile. By establishing a baseline profile for the ecosystem, Google is aiming to not only make newer functionality more accessible to developers, but to simplify graphics programming in the process. Essentially, the Baseline 2021 Profile is a fix for existing fragmentation within the Android ecosystem by establishing a reasonable set of commonly supported features and formats.

Of particular note, Google’s profile calls for support for both ETC and ASTC texture compression formats. As well, sample shading and multi-sample interpolation are on the list as well. Given that this is a baseline specification, there aren’t any high-concept next-generation features contained within the profile. But over time, that will change. Google has already indicated that they will be developing a 2022 profile for later this year, and will continue to keep adding further baseline profiles as the situation warrants.

Finally, Google’s use of profiles is also a solid example of taking advantage of the application-centric nature of profiles. According to Google, developers will be able to use profiles on the “vast majority” of Android devices without the need for over-the-air updates for those devices. Since profiles are handled at the application/SDK level, all the device itself needs to present are the necessary Vulkan extensions, which in accordance with a baseline specification are already present and supported in the bulk of Android devices.

Vulkan Roadmap 2022: Making Next-Generation Features Common Features

Last but certainly not least, the other big development to stem from the addition of profiles is a renewed path forward for developing and adopting new features for next-generation hardware. As mentioned previously, Vulkan has until now lacked a way to define feature sets for more advanced (non-core) features, which profiles are finally resolving. As a result, Khronos and the hardware vendors finally have the tools they need to establish baselines for not just low-end hardware, but high-end hardware as well.

In other words, profiles will provide the means to finally create some common standards that incorporate next-generation hardware and the latest programming features.

Because of Vulkan core’s ES 3.1 hardware requirements, there is a significant number of advanced features that have remained optional extensions. This includes everything from ray tracing and sample rate shading to more basic features like anisotropic filtering, multiple processor scheduling, and bindless resources (descriptor indexing). To be sure, these are all features that developers have had access to for years as extensions, but lacking profiles, there has been no assurance for developers that a given feature is going to be in all the platforms they want to target.

To that end, Khronos and its members have developed the Vulkan Roadmap 2022, which is both a roadmap of features they want to become common, as well as a matching profile to go with the roadmap. Conceptually, the Vulkan Roadmap 2022 feature set can be thought of as the inverse of Google’s baseline profile; instead of basing a profile around low-end devices, Roadmap 2022 excises low-end devices entirely in order to focus on common features found in newer hardware.

Roadmap 2022 is being based around features found in mid-end and high-end devices, mobile and PC alike. So while it significantly raises the bar in terms of features supported, it’s still not leaving mobile devices behind entirely – nor would it necessarily be ideal to do so. In practice, this means that Roadmap 2022 is slated to become the common Vulkan feature set for mid-end and better devices across the hardware spectrum.

Meanwhile, adoption of Roadmap 2022 should come very quickly since it’s based around features and formats already supported in existing hardware. AMD and NVIDIA have already committed to enabling support for the necessary features in their Vulkan 1.3 drivers, which are out today in beta and should reach maturity in a couple of months. In fact, the biggest hold-up to using profiles is Khronos itself – the Vulkan SDK won’t get profile support until next month.

Finally, according to Khronos Roadmap 2022 is just the start of the roadmapping process for the group. After getting caught-up with current-generation hardware with this year’s profile, the group will be developing longer-term roadmaps for Vulkan profiles. Specifically, the group wants to get far enough ahead of the process that profiles are being planned out years in advance, when the next-generation of hardware is still under development. This would enable Khronos to have a compete pipeline of profiles in the works, giving hardware and software developers a roadmap for the next couple of years of Vulkan features.

Ultimately, having a roadmap will serve to help keep the development of advanced features for Vulkan on-track. Freed from having to support the oldest of hardware, the Vulkan group members will be able to focus on developing and implementing new features, knowing exactly when support is expected/planned/desired to arrive. Up until now the planning process has been weighed down by the lack of a timeline for making new features a requirement (de jure or otherwise), so having a formal process to standardize advanced features will go a long way towards speeding up and simplifying that process.

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Only a few more days remain until Pokemon Legends: Arceus arrives on Nintendo Switch, and ahead of its launch, Nintendo has released a new trailer that teases the final evolutions of the starter Pokemon you’ll collect.

If you’ve been playing Pokemon games for a few years, you likely know exactly what each of these adorable little pocket monsters will eventually transform into. Rowlet’s first evolution gives it a stylish coif when it changes into Dartrix at level 36, and its final transformation turns it into thea hybrid Ghost and Grass-type archer Decidueye once it reaches level 34.

Cyndaquil evolves into Quilava at level 14, and from there it can assume its final form of Typhlosion from level 36. Lastly, Oshawatt changes into the adorable form of Dewott from level 17 and then eventually evolves into the burly Samurott at level 36.

One other element that the trailer briefly touches on are the other Pokemon you’ll encounter in the Hisui region. Pokemon Legends: Arceus has you take a more active role in capturing the critters of ancient Sinnoh, and with each Pokemon having different levels of aggression and reactions to your presence, each one requires a different strategy to deal with.

The trailer showed glimpses of a wide variety of Pokemon, such as Garchomp, Buneary, Pikachu, Aipom, Toxicroak, Skuntank, Onyx, Abomasnow, Spheal, and many more.

You can see more of the game in action in last week’s deep dive gameplay trailer and a shorter video that gives a broad overview of what you can expect from this new chapter in the Pokemon series. Now is also a good time to have your spoiler safeguards ready, as Pokemon Legends: Arceus has broken its street date, resulting in footage of the game being posted online through various social media channels.

Read MoreGameSpot – Game News

The Fortnite 19.10 January 25 patch hopes you’re hungry, because it’s bringing you hot and fresh pizza straight out of the oven. The new Pizza Party item will now appear during battle royale matches, letting you throw your squad an impromptu pizza party right on the island.

Each box can be thrown a la the Shield Keg, instantly producing eight slices of Slurpshroom Pizza. When eaten, slices will heal players up to 100 health and 50 shields. Be mindful of where you throw your party, however, because once the pizza is placed on the island, it can’t be moved. The new Pizza Party items can be found in chests and supply crates, dropped by Loot Llamas, and randomly appear on the ground as loot. Also, the Tomatohead NPC in the newly revealed Tilted Towers has Pizza Party boxes for sale, so visit him if you need a quick bite.

Pizza time.

Pizza Party joins tornadoes and the aforementioned Tilted Towers as some the biggest additions to the game since Chapter 3 began. The delicious new item also happens to be the favorite food of the Teenage Mutant Ninja Turtles, who are rumored to be coming to Fortnite’s island as part of a deal with Paramount. Is this a signal of things to come? We’ll have to wait and see.

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At CES this year, Intel officially announced its expanded Alder Lake lineup including the performance-laptop focused H-Series processors, which traditionally fit in the 45-Watt range. Today we finally get to take a look at the 12th generation H-Series processors, the first mobile incarnation of Alder Lake, and see how Intel’s fastest mobile platform stacks up to not only Intel’s previous 11th generation Tiger Lake platform, but also AMD’s Ryzen 5000 series.

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Nvidia might be relinquishing its efforts to acquire chip maker Arm after facing numerous hurdles presented by regulators, according to a new report.

A Bloomberg report cites sources in Nvidia that are privy to the company’s plans to abandon the $40 billion acquisition. Nvidia announced plans to purchase Arm from current owners SoftBank in September 2020, expecting the deal to close within 18 months. As that deadline looms, Nvidia seems no closer to making the deal stick thanks to strong opposition from the FTC. The report states that Nvidia has already begun informing partners that the deal will not close.

The FTC announced last year that it was suing Nvidia over the acquisition, citing anti-competitive concerns. Arm supplies chip designs to numerous companies, including Nvidia competitors AMD and Intel. Its chip designs are also used in large server installations rolled out by Microsoft and Amazon, each of which could consider Nvidia a competitor as it accelerates efforts into machine-learning for industrial use. This makes the acquisition tricky for Nvidia, who are attempting to make the case that it will not interfere with competition.

Even if Nvidia makes it past the hurdle of the FTC’s lawsuit, it still faces scrutiny in both the UK and EU, where anti-trust organizations have already signaled intent to investigate the deal further if it makes it that far. The Chinese government has also noted its opposition to the deal, given that it would make Nvidia a dangerous competitor to its own exported semiconductor business.

Although both Nvidia and SoftBank are publicly still supporting the deal and showing confidence that it will close, SoftBank could be preparing an initial public offering (IPO) for Arm should it fall through. SoftBank will also retain the $2 billion signing bonus and an additional $1.5 billion break-up fee.

Nvidia has yet to confirm or deny the report. Similar claims of anti-trust breaching conduct were levelled at Microsoft last week after it confirmed plans to acquire Activision Blizzard over the next 18 months, but several lawyers have suggested that an investigation won’t be necessary.

Read MoreGameSpot – Game News