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Something that I've been working on (on and off!) for more than a year ago, made it into #NoMansSky Voyagers - working closely with Sony to achieve the mind boggling feat of Playstation Spectral Super Resolution applied to eye tracked foveated rendering, in our game! Enjoy :)
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u/Esaren_ on Reddit asks “Is No Man's Sky slowly becoming the sci-fi game we've all been waiting for?”
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Martin Griffiths retweeted
Expansive music from No Man's Sky: Cosmos’ EP is now available to stream and download.
Experience "Meltdown" from Paul Weir, where rapid arpeggios capture the urgency of a giant spaceship during its destruction sequence.
Listen now: lnk.to/NMS-Cosmos/
Experience "Meltdown" from Paul Weir, where rapid arpeggios capture the urgency of a giant spaceship during its destruction sequence.
Listen now: lnk.to/NMS-Cosmos/
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Martin Griffiths retweeted
🔥No Man's Sky corriendo en un iPhone 18 Pro Max.
👀Llevo un rato largo grabando y haciendo pruebas. Solo puedo decir que es escandaloso lo bien que corre.
🧙🏻Auténtica hechicería de @hellogames
👀Llevo un rato largo grabando y haciendo pruebas. Solo puedo decir que es escandaloso lo bien que corre.
🧙🏻Auténtica hechicería de @hellogames
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A small entry in our Steam experimental patch notes over the last few days marks the start of a much broader optimisation effort!
#NoMansSky is unusual: when loading into the game or warping to a new system, more than half of the “loading” time is actually spent calculating the nts.
We’ve been working hard to speed the actual loading part up, and the tiny patch note is the first of many improvements on the way. Taken together, these should eventually halve those “load” times!
#NoMansSky is unusual: when loading into the game or warping to a new system, more than half of the “loading” time is actually spent calculating the nts.
We’ve been working hard to speed the actual loading part up, and the tiny patch note is the first of many improvements on the way. Taken together, these should eventually halve those “load” times!
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Martin Griffiths retweeted
SIR PATRICK STEWART (1940-2026)
Before everything else, Patrick was defined by being born and bred in Yorkshire, the proud county in the north of England which he loved to the end. You could hear it in his accented voice and in the stern honesty with which he told you what he hiremen have no truck with half-truths or avoidance of big issues. He wore his heart on his sleeve, which made him a man to rely on, to admire and in my case, love.
We first met as ambitious young actors with the Royal Shakespeare Company half a century ago but we weren’t in the same productions. My first strong memory was a few years later, meeting him in the street in central London when he told me about an offer to take over a leading part in 'Star Trek'. “But Patrick think of your stage career in the UK. Do you really want to risk—getting lost in Hollywood for years and years?”. Well, he took the risk and thank goodness for us all that he did for not just his devoted Trekkies but film and theatre audiences, who marvelled at his using international celebrity to star in a string of cinema successes ('X-Men' of course) and in great classical plays by Shakespeare, Ibsen, Arthur Miller, Peter Shaffer, Pinter and Beckett at Stratford-upon-Avon, in London’s West End and on Broadway.
America was his adopted home, where he met his adored Sunny who has cared for him through sickness and health, through thick and thin. But he never forsook his origins: and the proudest achievement of the most respected and beloved actor of his generation on either side of the Atlantic, was his appointment as Chancellor of Huddersfield University in Yorkshire.
His farewell performance in 'Avengers: Doomsday' is yet to be seen.
Ian McKellen 29 October 2026
Photo: University of Huddersfield
Before everything else, Patrick was defined by being born and bred in Yorkshire, the proud county in the north of England which he loved to the end. You could hear it in his accented voice and in the stern honesty with which he told you what he hiremen have no truck with half-truths or avoidance of big issues. He wore his heart on his sleeve, which made him a man to rely on, to admire and in my case, love.
We first met as ambitious young actors with the Royal Shakespeare Company half a century ago but we weren’t in the same productions. My first strong memory was a few years later, meeting him in the street in central London when he told me about an offer to take over a leading part in 'Star Trek'. “But Patrick think of your stage career in the UK. Do you really want to risk—getting lost in Hollywood for years and years?”. Well, he took the risk and thank goodness for us all that he did for not just his devoted Trekkies but film and theatre audiences, who marvelled at his using international celebrity to star in a string of cinema successes ('X-Men' of course) and in great classical plays by Shakespeare, Ibsen, Arthur Miller, Peter Shaffer, Pinter and Beckett at Stratford-upon-Avon, in London’s West End and on Broadway.
America was his adopted home, where he met his adored Sunny who has cared for him through sickness and health, through thick and thin. But he never forsook his origins: and the proudest achievement of the most respected and beloved actor of his generation on either side of the Atlantic, was his appointment as Chancellor of Huddersfield University in Yorkshire.
His farewell performance in 'Avengers: Doomsday' is yet to be seen.
Ian McKellen 29 October 2026
Photo: University of Huddersfield
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Martin Griffiths retweeted
🚀🌌 @NoMansSky on iOS is seriously IMPRESSIVE!
🔥 The visuals look absolutely stunning
📱 Looks incredible on the iPhone Duo’s massive inner display
🪐 An entire universe to explore right in your pocket
🎮 The fact that a game of this scale runs on an iPhone is wild
Mobile way! 🤯
Anyone else playing this?
🔥 The visuals look absolutely stunning
📱 Looks incredible on the iPhone Duo’s massive inner display
🪐 An entire universe to explore right in your pocket
🎮 The fact that a game of this scale runs on an iPhone is wild
Mobile way! 🤯
Anyone else playing this?
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Martin Griffiths retweeted
No Man's Sky Forsaken 🥀
🚀New Ships
🦑Bio Specimens
🐛Grub Multi-Tool
👾Forsaken Traders
🦐Larva Helmet
🛰️New Cockpits
😍Minimal HUD Mode
🔫Radial Menu
🎁Haulage Missions
🧑🚀New Corvette Interiors
😮Seamless Warping
👽Space Holo-Arenas
🪄Upload Space Bases
💪Launching on iOS
🚀New Ships
🦑Bio Specimens
🐛Grub Multi-Tool
👾Forsaken Traders
🦐Larva Helmet
🛰️New Cockpits
😍Minimal HUD Mode
🔫Radial Menu
🎁Haulage Missions
🧑🚀New Corvette Interiors
😮Seamless Warping
👽Space Holo-Arenas
🪄Upload Space Bases
💪Launching on iOS
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Martin Griffiths retweeted
Been playing all weekend, incredible game 😍
Huge congrats to the team at Fuse - a fellow Guildford dev - what an awesome first game 💪
I was lucky enough to work with a bunch of these folks on Burnout Takedown - great to feel those emotions in a game again 😘
Huge congrats to the team at Fuse - a fellow Guildford dev - what an awesome first game 💪
I was lucky enough to work with a bunch of these folks on Burnout Takedown - great to feel those emotions in a game again 😘
The time has come to welcome you to the Galactic League.
Three years. Over 11,000 builds, close to three quarters of a million files, and countless playtests. This is the result of our hard work. We can't wait to see you on the track.
Pilots, start your engines.
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Martin Griffiths retweeted
No Man's Sky Is Coming To iOS, And It's Looking Utterly Extraordinary kotaku.com/no-mans-sky-io…
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Martin Griffiths retweeted
@Griff_ If the engine team are looking for a new challenge Martin, hear me out with this one...
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With #NoMansSky coming to iOS, I thought it was time to update my fun list of all the platform combinations we support after more than 10 years of development! It’s a long list, which I hope gives a sense of the mad complexity involved in releasing and maintaining a large cross-platform game like ours:
PS4 (Base)
PS4 (Base, PSVR)
PS4 Pro (×2 - 1080p/4K modes)
PS4 Pro (PSVR)
PS5 (Base)
PS5 (Base, PSVR2)
PS5 (PSVR, running the enhanced PS4 version)
PS5 Pro
PS5 Pro (8K)
PS5 Pro (PSVR2)
Xbox One / Xbox One S
Xbox One X (×4 : Quality/Perf × 1080p/4K modes)
Xbox Series S/X (×4 : Quality/Perf × 1080p/4K modes)
PC (over 200 combinations of graphics options - DLSS, frame generation, FSR etc and all the quality settings.)
PC (Steam Deck, ROG Ally, Integrated graphics)
PCVR (around 15 supported headsets, with most of the same options as flat mode)
PCVR (eye-tracked foveated rendering for Steam Frame, Pimax, Meta Quest Pro headsets)
Mac (a similar range of options, with development support from The Forge Interactive across all Apple platforms)
Switch (Handheld)
Switch (TV mode)
Switch 2 (Handheld)
Switch 2 (TV mode)
iPhone 11-18
iPad Air 3–iPad Pro M5
This is a simplified breakdown from a graphics engine and platform perspective, without counting major systems like networking, input and audio…
There are also many other integrated graphics paths, including HDR, VRR and dynamic resolution scaling (DRS) on consoles and handhelds. On PC, there are optimisations for CPU instruction sets such as AVX and AVX2, alongside fast paths for each specific GPU vendor.
All created and maintained in a single unified codebase by the systems and engine team at Hello Games.
PS4 (Base)
PS4 (Base, PSVR)
PS4 Pro (×2 - 1080p/4K modes)
PS4 Pro (PSVR)
PS5 (Base)
PS5 (Base, PSVR2)
PS5 (PSVR, running the enhanced PS4 version)
PS5 Pro
PS5 Pro (8K)
PS5 Pro (PSVR2)
Xbox One / Xbox One S
Xbox One X (×4 : Quality/Perf × 1080p/4K modes)
Xbox Series S/X (×4 : Quality/Perf × 1080p/4K modes)
PC (over 200 combinations of graphics options - DLSS, frame generation, FSR etc and all the quality settings.)
PC (Steam Deck, ROG Ally, Integrated graphics)
PCVR (around 15 supported headsets, with most of the same options as flat mode)
PCVR (eye-tracked foveated rendering for Steam Frame, Pimax, Meta Quest Pro headsets)
Mac (a similar range of options, with development support from The Forge Interactive across all Apple platforms)
Switch (Handheld)
Switch (TV mode)
Switch 2 (Handheld)
Switch 2 (TV mode)
iPhone 11-18
iPad Air 3–iPad Pro M5
This is a simplified breakdown from a graphics engine and platform perspective, without counting major systems like networking, input and audio…
There are also many other integrated graphics paths, including HDR, VRR and dynamic resolution scaling (DRS) on consoles and handhelds. On PC, there are optimisations for CPU instruction sets such as AVX and AVX2, alongside fast paths for each specific GPU vendor.
All created and maintained in a single unified codebase by the systems and engine team at Hello Games.
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Martin Griffiths retweeted
No Man's Sky Gets Unlikely iPhone and iPad Release, Including 10 Years Worth of Updates digitalfoundry.net/news/2026/10/n…
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Martin Griffiths retweeted
iOS Deep Dive
🪐NMS on iPhone + iPad!
👉Rebuilt for Touch
🎮Controller Support
🖱️Mouse + Keys Support
😮iPhone 11 and up
💰10 Years of Updates
🕵️♀️4GB Download
🚽Play Anywhere
🌍The Whole Game
🪄Metal FX
🖥️M class support
😍Console Graphics
🦸Free to Try
apps.apple.com/app/id16157557…
🪐NMS on iPhone + iPad!
👉Rebuilt for Touch
🎮Controller Support
🖱️Mouse + Keys Support
😮iPhone 11 and up
💰10 Years of Updates
🕵️♀️4GB Download
🚽Play Anywhere
🌍The Whole Game
🪄Metal FX
🖥️M class support
😍Console Graphics
🦸Free to Try
apps.apple.com/app/id16157557…
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Martin Griffiths retweeted
We’ve added Steam Frame support - available now in the latest #NoMansSky experimental build!
Eye-tracked foveated rendering is supported and should also work on other compatible headsets, including Meta Quest Pro and Pimax Crystal.
steamcommunity.com/app/275850/dis…
Eye-tracked foveated rendering is supported and should also work on other compatible headsets, including Meta Quest Pro and Pimax Crystal.
steamcommunity.com/app/275850/dis…
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