Episode Transcript
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0:00
My internet cord done come loose. Wait, what?
0:02
We were sitting here mic checking and doing
0:04
our, we do a little beep to
0:07
sync this podcast before we start for people who don't
0:09
know. It's how Thrift Heart made
0:11
a thing that beeps with the
0:13
internet times. Our beeps are in
0:15
sync, which makes it easy. Turns out
0:17
for us to sync up the conversation. Yes. Thanks
0:20
to an enterprising member of our community. Anyway,
0:22
I was tilting my head to
0:24
hold the phone up the microphone to beep as we did,
0:27
as we always do. Yeah. The
0:29
fiber is swaying in the breeze. Oh
0:31
no. Have we talked about this before?
0:33
No. Is it hanging? Like, hold
0:36
on. Your window looks out on the street, right?
0:38
Oh no. This window looks out on the fire
0:40
escape. Oh. It looks out on
0:42
the other unit on this floor in this building,
0:45
which used to be my bedroom. I used to live in the other
0:47
unit on this floor. I lived in a one bedroom on this floor.
0:49
Really? Yes. And
0:52
then at some point the couple in this two bedroom that we're
0:54
in vacated. And you just moved down the hall? And
0:56
I had the easiest moving experience of my life and
0:59
about 15 feet down the hall. That's
1:03
incredible. I had no idea. Yes. But
1:06
now this office that I do all my work in here looks
1:08
out on my former bedroom window. Anyway,
1:10
it's a little like cut out fire escape. There's
1:12
a full on ladder and everything. The
1:14
fiber runs into this room. And it's just loose.
1:17
It's not like tacked up to the wall or anything.
1:19
It's always been loose. So when Sonic installed the
1:21
fiber here in 2016, like I was here, you
1:24
know, the guy was just like, Hey, what room do you want
1:26
the fiber to run into? I was like, Oh, the office where
1:28
I work when my computer is would be good. He
1:30
kind of just threw it over the top of the building. Okay.
1:34
And it just runs from
1:36
the roof down the side of two
1:38
floors from the roof. Yeah. Unattached
1:41
to anything. How does that make you feel? Until it terminates
1:43
in the place where he like ran it through, he drilled
1:45
a hole in the wall and ran it through. Wow.
1:48
Anyway, how are you feeling about that? Does that make you
1:50
feel good or not so much? A couple of times I've
1:52
gone out there. I have these little stick on, um, these
1:54
little stick on like plastic things I got from Ono Price
1:56
that are meant to run a zip tie through. It's
1:59
just a. adhesive backing. Yeah, it's like a
2:01
square with a little notch through the top.
2:04
Yeah. I've zip tied it to the
2:06
side of the building with those a couple of times, but every time
2:08
it rains a lot, as it has again recently, those things come right
2:10
off. Oh boy. You know what you need.
2:12
What's that? Nano tape. Well,
2:14
it's a weird shingled, it's like a
2:16
dappled or ridged kind of shingle siding
2:19
on the building, so I don't think nano tape would
2:21
stick very well. But like all your
2:24
common household adhesive things are also not going to stand
2:26
up to the elements. You need one of those 3M
2:28
goos, like one of the ones that's like a permanent,
2:30
it's like a gray kind of squishy thing that as
2:32
soon as it gets exposed to the air, it starts
2:34
to harden up and you just jam it on there.
2:36
It's going to glue on forever. Do you think I
2:38
need to ask the landlord before I do that? He's
2:40
going to tell you no. I know. So
2:43
I shouldn't ask. This is a forgiveness situation, not
2:45
a permission, I think. I think you're right. Or,
2:47
you know, maybe that's, maybe that cable
2:49
is very resilient. It's very thin. It's
2:52
a very thin, skinny, seemingly brittle cable.
2:54
I mean, it's fiber. Of course it's
2:56
brittle. Like, I don't
2:58
like my internet flying around in the wind. I
3:00
mean, the scary thing about this seems to like
3:02
if there's roofers or something that come in to
3:04
work on something else unrelated to the fiber, they
3:07
could very easily be the modern
3:09
equivalent of a backhoe on the May
3:11
West pipeline, May's pipeline shutting
3:13
down internet for two thirds of the country.
3:15
Yeah. Yeah. This is
3:18
a precarious situation. Actually, thinking back to the install the day he
3:20
got here, I had to wait like, I
3:22
don't know, a month or something. Those were fiber. Fiber was new
3:24
in the city at that time. Yeah, you were the first person
3:26
I knew with fiber, I think. You remember when I got fiber,
3:28
how excited was it? It was a,
3:30
look, I was like, hey, can I come
3:32
over to your house and try it? And you were like, no, you
3:35
can't come over. I'm sorry. That did not
3:37
happen for the record. Yeah, no, that did that.
3:39
No, I didn't ask. You didn't deny. That conversation
3:41
never took place. The
3:44
day he installed it, I had to wait like a month. And
3:46
I was actually about to go out of the country then
3:48
for like two days later. Is this a giant bomb already
3:50
or was this before that? Yeah, it was 2016. Okay.
3:53
Not only was I about to leave the country for
3:55
a week, also as the detail left out, they were
3:58
repaving the street that day. And
4:00
they were literally at the end of the block, like we're about
4:02
to start working their way up. And he was like, Hey, by
4:04
the way, I just talked to these road guys. Like they say,
4:06
I have to be out of here in like 90 minutes. Oh,
4:09
wow. And if I don't get this done before they tell
4:11
me I have to leave, you have
4:14
to go to the back of the queue for installs.
4:16
What? He couldn't just park on another block, which is
4:18
like several months long at this point. I think he
4:20
is. I think his truck had one of those like
4:22
the extending arm, you know, bucket or something. Yeah, because
4:24
he had to go to the pole. Got it. He
4:26
wasn't just using ladders. Oh, wow. He needed his truck
4:28
to do the install. And essentially
4:31
he was like, Hey, if I don't get this installed
4:33
in the next hour or so, you're going to have
4:35
to wait another three or four months for this. So
4:37
like, please do what you can to get this done.
4:39
It goes fast as you can, man. So I'll stay
4:41
out of your way and tipped him heavily. But
4:44
I think that may be why the line is
4:46
unsecured on top of the building. I feel like
4:48
I feel like having a real time pressure on
4:50
that is going to add some tension and stress.
4:52
It is not necessary, you know, but it was
4:54
very exciting when he said he came in and
4:56
he was like, All right, you're good to go.
4:58
But now I have the situation. You could just tack
5:00
it on there. Wait until the landlord's out. Stick a
5:03
thumbtack through. Get some nails. No, don't stick it. I'm
5:05
joking. Get the little loops. You get the half loops
5:07
with the nail on the side. Just bop, bop, bop,
5:09
three of them in. You're good to go. That's how
5:11
they did my fiber to the wall. I don't know
5:13
what the siding is made out of, but sticking nails in
5:15
it seems like a bad idea. Yeah,
5:18
it's probably fine. Like, like what's the worst
5:20
thing that could happen? Some Looney Tunes nonsense
5:22
where like the coyote gets the fiber hooked
5:24
up to him and he runs away and
5:26
like pulls everybody on the streets fiber out
5:28
of their houses. Oh, my God. I'll I'll
5:30
be right back. Welcome
6:02
to Brad and Will Made a Tech Pod. I'm Will.
6:05
I'm Brad. It is a rainy
6:08
Saturday here in the Bay
6:10
Area. It is. Man, it's been pouring.
6:12
I think I'm done... I think I... Like,
6:15
having spent some time in the desert in the summer and
6:17
seeing what real storms are like there, I don't really like
6:19
that. But I do like being warm, it turns out. Warm
6:21
is nice. I don't... I
6:23
don't think... I think I'm tired of living
6:26
someplace where it's this kind of miserable and wet all
6:28
the time. Well, not all the time. Let's
6:31
be specific here. Only eight months a year.
6:34
We're in the rainy season right now. You know what, frankly,
6:36
I'm happy the rainy season is back because we didn't have
6:38
it for some years. Look, this
6:41
is a hot take. I don't know that I'm as big
6:43
a fan of the rainy season as you are, Brad. Well,
6:45
I don't know if I'd say I'm a fan of it,
6:47
but it's a necessary evil. Look, I
6:49
like the state not burning and I like having
6:51
water. Not so much a
6:53
fan of the 90 days of
6:55
rain or whatever it is we're in right now.
6:57
I mean, you know what I like though is
6:59
all the parks around here are absolutely gorgeous after
7:02
this much rain because they're usually brown and dead
7:04
and desiccated. Have you gone walking in
7:06
one though? Because my... Oh yeah. They're
7:08
like my backyard and front yard. They're like two inches deep
7:10
of mud right now. Well, I mean once it dries, you
7:12
know, I get a few days. But like I just... I
7:15
walked by Golden Gate Park the other day and it is
7:17
an explosion of green right now. I
7:19
had to wheel my trash cans back in last night after
7:21
another inch of rain and I was like,
7:24
I think I have to lift up the cans
7:26
so they don't dig ruts in my yard. And
7:29
like anyway... This might be one
7:31
of those cases where not being a homeowner makes this
7:33
a little more palatable. Yeah. Like
7:37
there's a lot of stress that comes with... Just
7:39
to be clear, we're not talking about like
7:42
baby rain sprinkles or anything like that. We're
7:45
getting like one or two inches of rain per storm,
7:47
which sometimes is like a day. Sometimes it's like three.
7:49
Sometimes it's up to four inches. I think this next
7:51
one is supposed to be worse than the last one.
7:54
So it's like... It's gonna rain like all week. I
7:56
think I just saw. Isn't it here? Yeah. And
7:59
most of the dirt here does not absorb. water at that like
8:01
that kind of water like we have we
8:03
have like my house is on basically clay
8:05
so it it absorbs for a little bit
8:07
and then it just gets saturated and everything
8:10
turns into a swamp so it's
8:12
it's it's a it's a lot yeah it
8:15
is but at least at least theoretically maybe
8:17
the state won't burn again this fall so
8:19
that's good yes let's uh hang
8:22
on I got a segue you know what
8:24
else is a lot PC
8:26
game settings huh yeah
8:28
we had a discord user OS to
8:31
X or OS 10 you think it's
8:33
it's capital O lowercase sx is that
8:35
Oz X so yeah you could you
8:37
could actually be known to pronounce that
8:39
medically I'd certainly I miss
8:41
the days when we got to say OS 10
8:44
I hate I hate this transition
8:46
to back to Mac OS you just bring
8:48
that bring that energy over to 10 the
8:50
successor to Twitter god
8:52
damn it um OS X
8:54
said I would
8:56
love an episode about tuning PC games advanced graphic
8:58
settings some sample topics we come to mind our
9:01
DLSS 2 & 3 FSR 1 2 & 3
9:05
X ESS what does the sharpness lighter
9:07
do under these options do I need
9:09
to manually lower the in-game resolution for
9:11
them to upscale correctly what is SSAO
9:13
how do various variable refresh rate technologies
9:15
interact with v-sync and do I need
9:17
to turn it off v-sync I assume
9:19
in each game how can I verify
9:21
it's working what if I have multiple
9:23
monitors this is a good question
9:25
it turns out well OS X I'm glad you
9:27
asked we we have
9:29
been digging in and I've done
9:31
we've done a lot of reading I'm gonna say
9:33
and watching videos and and a lot of stuff
9:36
turns out PC game settings
9:38
kind of complicated most of the time
9:40
yeah yeah but but knowable I would
9:42
say they're not they're not they're not
9:44
so arcane that we can't unpack them
9:46
with full research yeah and I mean
9:48
the thing to remember and
9:50
like we like to peel the onion here and start
9:52
with the easy part first and go to the complicated
9:54
stuff later is that if you don't really care all
9:57
that much you can just load up the GeForce experience
9:59
or radio on settings app on your computer
10:01
and hit the button that says, make this pretty good.
10:04
Like hit the optimize button. And
10:06
it'll give you like, it'll usually
10:08
what they do is they use
10:11
the profiling data they have from testing games
10:14
to look at what the hardware is in your
10:16
system and they find a spec, a comp, the
10:19
closest comp in their database. And
10:21
then they put you settings that'll hit run
10:23
you at 60 frames a second. It is
10:26
the general guideline. So
10:28
I do that for
10:30
almost everything, except
10:33
for competitive shooters and
10:35
stuff with lots of ray tracing settings. See, this is
10:37
the difference between you and me. Look
10:40
I have a kid and like two and a half jobs.
10:43
I don't have time to think around. If I want to
10:45
ever play games, I have to just get into it. I
10:47
get it. Yes. I
10:49
mean, I also have like two and a half jobs. I don't have a kid though, to be fair.
10:53
I don't install Geforce experience. Why
10:55
not Brad? I, I just
10:57
don't feel like I need it. Well,
10:59
actually to be more specific, there are too many other overlays
11:01
already and I know you can disable parts. I just turn
11:03
off the overlay. Yeah. Like I know you can
11:05
turn parts of that off, but like there's
11:08
already the steam overlay. There's already game bar. I
11:10
wish you could turn off game bar. Game bar is
11:12
way better than it used to be. Have you used it lately? Yeah.
11:15
The little, I've used when we were doing profiling stuff on
11:17
the end increases, I used it because that overlay with the
11:20
frame rate data was pretty useful. Yeah. The
11:22
thing, honestly, the thing I like about Geforce experience and
11:24
sometimes if I'm troubleshooting perf stuff, I will
11:26
turn on the overlay because they have the 1%
11:28
frame rate. They
11:31
met, they report the frames
11:34
per second of the slowest 1% of
11:36
frames in real time. They try real time. The
11:38
1% lows. That's pretty useful, which
11:40
is maybe the most useful like real time
11:42
feature ever. It lets you know when you're
11:44
having a bad starter. Anyway, the
11:46
point is if you don't
11:49
care about this stuff, you can just skip
11:51
this entire episode basically and mash the optimized
11:53
button in Radeon settings or Geforce experience and
11:55
get something that's pretty good. Intel
11:58
has been leaning in this direction more too. I'm
12:00
not sure what they've got for their art cards
12:02
for their for their GPU stuff, but they rolled
12:04
out a tool for their CPUs What
12:06
is it? The name is escaping
12:08
me. It's more for
12:10
tuning CPU stuff. I want to say
12:12
I don't want to have to tune CPU
12:14
stuff to Brad. I just want to like start the game and
12:17
play the game and not think About this stuff. That's
12:19
my dream Application optimizer. I believe is the
12:21
name of it. I was trying to figure out what the
12:24
P stood for but it's one of those things where the
12:26
a and the P came from the same word. Oh Anyway,
12:30
this is getting a little tangential to the actual
12:32
topic of this episode, but like CPU
12:34
tweaking has gotten really interesting I don't know if
12:36
you've paid much attention to what Intel named you're both
12:38
doing where They both have
12:40
ways of identifying like which cores are the good
12:43
cores on your specific chip Yeah,
12:45
you know because just straight up variants
12:47
and manufacturing like silicon lottery style Everybody's cores
12:49
are going to be of different quality. So
12:51
it'll like actually tell you like, okay These
12:54
are the cores on your CPU that actually run the
12:56
fastest and it will will buy us toward those type
12:58
stuff Maybe I need to do run that on my
13:00
computer because I have to clock down to 52 X
13:02
on my 13 900 K To
13:06
get fortnight to not crash a lot
13:08
basically because of the memory corruption stuff
13:11
Anyway, so I'll say real quick before we
13:13
move back to graphics at launch APO was
13:15
just for 14th gen Okay,
13:17
but this headline I have just pulled from two weeks
13:19
ago. It makes it sound like they are going to
13:23
Roll it back roll it back at least at least to some
13:25
extent to 12 and 13 Same
13:28
socket anyway, yes So
13:30
yeah, the but from here on we're gonna go
13:32
down like we're gonna answer these questions from Oz
13:35
X or OS X. Yeah we
13:38
also went through and pulled some screenshots
13:40
from Kelly current
13:42
games cyberpunk Alan Wake fortnight The
13:46
Prince of Persia ones were comically thin I think I
13:48
think there's a couple others in there But and we'll
13:50
kind of go down the settings and explain what is
13:52
the perf? like what what stuff is
13:54
gonna really hit your perp what stuff doesn't matter as much and
13:58
Explain what some of the stuff means Yes. Yeah,
14:00
I threw Baldur's Gate 3 in there. It was
14:02
nice, I didn't see that. And the finals and
14:05
stuff, there was a bunch in there. But we
14:07
will, I will, people seem to like it a
14:09
couple weeks ago when we published the Google
14:12
Doc that we used for the show. Yeah.
14:14
So I will do that again. We have all those
14:16
images embedded in there. I hate the way the Google
14:18
Docs handles image embeds, which
14:20
is to say that it's
14:23
kind of hard. It's not easy to get
14:25
the full-size version of the images out. Hold
14:27
down Control. And then mouse
14:30
forward, mouse wheel forward. And then take a screenshot
14:32
of the document. That's how you get it out
14:34
of there. Yes. Well, so actually, have you ever
14:36
used this Google Docs Publish to Web feature? It's
14:38
really nice. That's what I used when we did
14:41
this a couple weeks ago. And
14:43
it just makes an HTML, like an HTML with an
14:45
image holder or something? Yes. When you go to Share
14:47
now, there's an option. Instead of sharing a link to
14:49
the Doc, you can hit Publish to Web. And it'll
14:51
just, yeah, like you said, it'll make a foot it.
14:54
It generates a link. Although, I should
14:56
probably make a short URL What's your
14:58
favorite URL shortener these days? Content.town.
15:02
Oh. I haven't actually
15:04
done it yet. But I've been looking at things I can
15:06
put on there that will generate short URLs.
15:08
That would be cool. We should do that. That
15:10
would be a good one. Anyway, so I mean,
15:12
you can scale that HTML-based version that we will
15:15
link in the show notes as well to see
15:17
the screenshots. It's a little hard to re-align the
15:19
settings up to default image size. But yeah.
15:22
Or you can zoom in also if you don't care. That's
15:24
what I mean. The Control mouse wheel up and
15:27
down tip applies there as well. So
15:29
let's get into it. The first thing, the
15:32
big one these days, this is a hot
15:34
button topic that everybody cares about because the
15:36
graphics vendors are in a
15:38
full ass war over super sampling
15:40
these days. Super
15:43
sampling is the idea that you take,
15:46
it used to be the idea that you render, take
15:48
the resolution that you're running and then
15:50
you render it up at like,
15:52
so say you want to run at 1080p, you
15:55
used to run it at 4K and
15:58
then you'd take each four. Every
16:00
four pixels on on the
16:02
on the the forte version
16:04
would get combine like mathematically
16:06
averaged. And you'd get. A.
16:08
Teddy P. image that as it has like smoother
16:10
edges and all the kind of the benefits of
16:12
super sampling. Zola we that's not what it does
16:14
anymore. It turns out that he would do that.
16:16
And games are You have a lot of have
16:18
room to spare like does me too For example
16:20
you could ease you do that on like a
16:23
ten even when the game as models that you
16:25
know it's it's a bit older will have a
16:27
as one lightweight enough with the are you and
16:29
and that obvious of that results in a much
16:31
cleaner image. but also yeah. Now that
16:33
you mentioned that is what Super Sampling
16:35
used to be stopped moving undiluted. Technically,
16:37
what we're doing now which is the
16:39
reverse direction still counts as super sampling,
16:41
but whatever. So that the thing that
16:43
the reason they call super sampling is
16:45
because what they're doing is they're generating
16:48
the four pixels with machine learning now
16:50
and damn despair and then dividing the
16:52
than combining them without doing their job.
16:54
Upsize render anyway. I'm dissing. That
16:56
doesn't mean I used to sell for deal us
16:58
as these at this is deal of a deal
17:00
Ss and Fs are and X E S s
17:02
on. And D M D
17:04
and Intel respectively. And and the thing
17:06
that they do as they're using these
17:09
two upscale in a way that doesn't
17:11
that adds more information. New get was
17:13
just straight up scaling. I'm.
17:16
As he sees him basically render the game
17:18
at a lower resolution, upscale it using these
17:20
technologies, and then get the benefit of the
17:22
higher resolution. Most of the benefit the higher
17:24
resolution at the frame rate of the lower
17:26
resolution. Guess and this is is me. This
17:28
this is the prototypical example of the good
17:30
use of Ai her machine where again I've
17:32
talked about recently where it's this is a
17:34
signal processing kind of a ivory taking an
17:37
input. And doing something to with
17:39
and you can do as well without the I
17:41
like this is this is the good type of
17:43
a I use a jaunt the mop up a
17:45
gentleman's agreement both centered of but it's not pal
17:47
hundred of yeah well time guess is not in
17:50
your eyes he generate yes you're you're right. it
17:52
is technically interpreted as generating new image rebirth of
17:54
it's it's free. North of the dataset a trade
17:56
off of is just footage of Games organ data
17:58
on games yeah to running. Different
18:00
think I'm so. The
18:03
upshot is that that.
18:06
Is three different vet There's three vendors
18:08
posts there's that is three vendor supported
18:10
options. couldn't deal, assesses in video is
18:12
actually assesses Intel and end our Ssr
18:15
as a D is generally speaking you're
18:17
better off using the one that goes
18:19
with your card. If that's an option
18:21
of ya need video card use deal
18:23
us as if you have an A
18:26
D card Usaf has are if you
18:28
have an Intel card use use Fcs
18:30
ask the The reason for that is
18:32
that on the ones that are Ml
18:34
accelerated. That. Use did dead at
18:36
that are the deal as as an
18:39
ex Css use the dedicated machine learning
18:41
acceleration hardware on those cards to that
18:43
means they don't take resources away from
18:45
the graphics rendering as much as said
18:48
say like running our computer chair would
18:50
rate. It
18:53
doesn't seem like that impacts Sci efforts are as
18:55
much because it just uses computers on all hardware.
18:57
Yeah, Was a D tends to like you're like
18:59
platform agnostic or spur features, which I I appreciate,
19:02
but there is a negative. The negative is that
19:04
you're taking resources away from the game as the
19:06
games Friday's sentences history. On the other yeah that
19:08
that's why they've been out there. Him a ballyhoo
19:11
in like a of Us are works on all
19:13
hardware is because it runs in a generic enough
19:15
way that the Us when pretty much where you
19:17
just said and sound like as or Three which
19:20
is not that old. Might.
19:22
Have some very the like light hooks and some
19:24
seen wearing. More from from
19:26
what I've what round out but but by the with your
19:28
point is that way game These. Machine
19:30
whirring hardware efforts are just kind of behind
19:32
it day. They have not done a bunch
19:35
of platform or vendor specific stuff. It seems
19:37
like they're the I think I like their.
19:39
I think they're acquisition of Xilinx several years
19:41
ago is what was intended to address their.
19:45
Oh they're They're being behind the May I race so
19:47
and in fact I think they've made a bunch of
19:49
announcements about like the next raisins and the next. Everything
19:51
they're doing is gonna have a bunch of. A
19:54
bunch of Ai hardware in it, but there are quite
19:56
there yet it's it's own. Seems like they're pretty well
19:58
on the past. the. Yeah. So
20:00
so anyway the upshot is used the when
20:03
you have if you don't have one. I
20:05
think it's. Efforts or Two
20:07
and three Year or two is a
20:09
subset of three. So too does the
20:12
that the physically for acting of resolutions
20:14
in the same way that deal as
20:16
as does I'm one of us or
20:19
one it has terrible image quality problems
20:21
that I don't think anybody's do so
20:23
many circumstances they did some weird stuff,
20:26
it just didn't work particularly well. I'm
20:28
too much better. It's odd it with
20:30
all of almost all of these things
20:33
when you look at like the digital
20:35
foundry like a. Comparison in games
20:37
his support both. They. Both
20:39
fail in different ways of vote. Both
20:41
fail in interesting ways that you probably
20:44
not going to notice in an actual
20:46
game. So for example, deal as as
20:48
is better at polling overlay. stuff like
20:50
text rendered on the on the on
20:52
the game world. For
20:55
fire like they're kind of does to
20:57
d textures that make up most fire
20:59
Vfx stuff like that I'm it does
21:01
will be better with that. Efforts
21:03
are does better with most of so it like. Now.
21:07
Generally speaking use the when the your hardware support
21:09
see if it video to advance a deal as
21:11
as as feel as as only works on into
21:13
the hardware now so. I'm and we've
21:15
gotten very good and also if we should say
21:18
as avoids the always as three point five and
21:20
is extremely capable of yeah they they do they
21:22
do me a to I don't I can't see
21:24
as much named he succeeded Sport of us are
21:26
on and a crisis that with deal us as
21:28
they look at what you implement and they're like
21:30
hey we noticed some ghosting year or something like
21:33
that and they'll say you know if you if
21:35
your hair is ghosting if your hair is rendered
21:37
in this way you may want to use this
21:39
version of the model and said this version the
21:41
model and they'll even bake stuff our special for
21:43
you if if you did if he. Kneeled Vector
21:45
help. Now. I'm I'm not gonna point
21:48
as I have agreed with my mother's for reporting
21:50
white. I've really much always turn it on, even
21:52
if it's a game like. I'm quite
21:54
sure I could run a neat rows response. Yet
21:57
so I have a three hundred sixty Hertz displays. I always have
21:59
a turn. Like definitely have to
22:01
smoke A But also I often don't run
22:03
games at the full frame rate because it's
22:05
It's nice to have it running slower Said:
22:08
doesn't spend up all the fans and the
22:10
computer. Sure, I'm. Anyway, So.
22:13
Did the two things that happened recently.
22:15
Yards with Deal as a Three Point
22:17
Five and Diaz and efforts are three
22:19
different generations. so three of us are
22:21
three is a super set of to.
22:23
It's basically to plus frame generation feel.
22:25
As for as Three Point Five is
22:27
is three with frame generation I think
22:29
the Deal Us has three south only
22:31
worth three and new are only works
22:33
on the Ada. Four. Thousand Series
22:35
cards think that's right. Yes, I believe
22:38
Frame Generation we runs on. For.
22:40
That it frames and reasons part of three
22:42
point know. If. I'm honestly I
22:44
really was better than Three Point Five subheads
22:46
the path, tracing all that spirit, retracing re
22:48
reconstruction amory, every reconstruction of a so. This.
22:52
Is where he gets complicated because if you
22:54
have a to series card or three series
22:56
card from in video you might want to
22:58
framed generation that comes with Apis Arts, Three.
23:01
Which is not supported on your card. on on
23:03
the deal as a side. I'm.
23:06
The the weird thing about. Frame.
23:09
Generation is you want to
23:11
have on both sides. A.
23:14
Sixty. Frames per second Render.
23:17
After. the of scaling so
23:19
after the deal us as to an
23:21
end of us are to stuff happens
23:23
before you start doing the frame generations
23:25
otherwise you get some weird aren't affecting
23:27
that. That is pretty noticeable in my
23:29
experience. so this isn't gonna have a
23:31
bull. It can effectively
23:33
double your frame rate in some
23:35
cases. But. You
23:37
have to already be running at sixty frames
23:40
per second in order for that to work.
23:42
So years this is. This is basically for
23:44
getting high refresh rates on I read monitors
23:46
on lower specs cards Now. I'm
23:48
due due to do you use fringe a reason
23:50
as a matter of course. very much so as
23:53
to say the problem with frame generation is that
23:55
increases input latency. Yeah, that's that's my question to
23:57
buy. I've only uses enough to I try it.
24:00
This five minutes of time into for
24:02
games like I don't, I don't, I
24:04
haven't you cycling? I seriously play a
24:06
game and so wonder what the perceptual
24:08
the fact is over time as you
24:10
get used to it or not. and
24:12
also what? What's I got How babbling
24:14
the actually is. So digital Digital Foundry
24:16
day. I didn't do that. Messing about
24:18
this earlier last year. I guess I
24:20
made last year when the suffers new
24:22
and and they're they're that. the the
24:24
way that both aimed in and video.
24:26
I try to counter the though latency though
24:28
it though the basically it's input to pixel
24:31
the lag as or talk about the times
24:33
when you make make your input choice and
24:35
know though change registries on screen so for
24:37
example pulling the trigger and the gun shooting.
24:40
I'm. It they they use
24:42
and buddies reflex i am d's
24:44
thing called anti lag that are
24:46
basically the same thing that that
24:48
and that basically they weren't they
24:50
to. Frames. So
24:52
that you don't render too many frames in
24:55
advance, which helps minimize that lag. Now.
24:58
With those technologies are with reflects on
25:00
and with anti lag on this it's
25:03
pretty middle was like seventeen set, seventy
25:05
millisecond, sorts of almost negligible. a pretty
25:07
much impossible with sex for most people.
25:10
I. Don't use for a i wouldn't you
25:12
stream generation anything. That's that's competitive. I'm.
25:16
I probably also wouldn't use frame generation of
25:18
i play on mouse and keyboard in my
25:20
experience to like when I was playing cyber
25:22
punk on mouse and keyboard didn't feel great
25:24
when I space ever buchan the game had
25:26
didn't notice a difference so he had kind
25:29
of silliness of the the the direct. My
25:32
expectation with a mouse is that there's.
25:35
Be a pixel. The pixel a
25:37
precision on a mouse movements. And
25:39
on the game pad I'm used to feeling a
25:42
little flowed year which didn't. Didn't
25:44
really impact my experience much. I'm
25:46
to the so that's that's the deal that's
25:48
the super sampling. Like. That's it. Super
25:51
sampling going to make your performance better. It.
25:53
Is it's with it's a weird choice for name's
25:55
super simple used to make your games or and
25:58
slow as l. So. I
26:01
generally, if I'm playing at 1080p and I'm playing a
26:04
multiplayer game, I set it to the performance mode, we
26:06
should explain what this means. So
26:08
I assume, that's a question from OSX here, I
26:10
assume by slider they're referring to the, and actually
26:12
I think some games do depict it as a
26:15
slider, the DLSS presets, the kind of
26:18
named presets, like quality, balance,
26:20
performance, ultra performance, what do
26:22
those mean? And those presets are
26:24
actually defined by Nvidia, they ask you to,
26:26
when you set up your settings
26:28
in your game, they ask you to make sure that they align
26:31
with what their, what players
26:33
expectations are, so that they're the same across
26:35
the board. Yeah, so those basically have specific
26:37
meanings for what size of image is being
26:39
rendered under the hood before it is then
26:41
upsampled to your output resolution, for example 4K?
26:44
Yeah, so on ultra performance you're upscaling from 7,
26:47
assuming you're running at 4K, ultra performance
26:50
you're upscaling from 720p to 4K,
26:52
which means you're rendering 11% of the pixels
26:54
on the screen for real, and then making the
26:56
other 90, 89% with DLSS. Yeah,
27:00
and in my experience if you've tried ultra performance you
27:03
can see that. Yeah, ultra
27:05
performance usually feels pretty muddy.
27:07
As you can imagine with
27:09
barely over a tenth of the actual pixel data to
27:12
work from, like you're, there's only so much you can
27:14
do. Yeah, a performance mode is upscaling
27:16
from 1080p to 4K, which means you're rendering 25% of
27:18
the pixels and generating the other 75%, and balanced is
27:20
from 1253p, which I didn't actually
27:27
put in the spreadsheet, so I don't know what the percentage is. 33%
27:30
I believe? That
27:32
seems right, split the difference. And
27:35
then quality is 44% of
27:37
pixels, it's rendering from 1440p up to 4K. Yes.
27:42
Or, you know, maybe an easier way
27:44
to think about that is, again, this
27:46
is all assuming you're outputting a 4K,
27:48
this is all trickled down from what
27:50
output resolution you're talking about, but at
27:52
4K, for example, quality means
27:54
you're doing a 1440p under the performance So
28:00
I believe performance is the one that would be
28:02
told to 1080p and I don't I don't have
28:04
the settings for 1080p or 1440p
28:06
in front of you, but I believe that the resolutions I
28:09
Don't I don't believe it's the same percentages across
28:11
the board. Oh, I thought
28:13
the percentages were fixed. I Think
28:16
that's right. Yeah, cuz like the whole Alan way to
28:18
controversy is the thing you saw people screaming Was
28:21
that they said at? at
28:24
1080p Performance deal says performance
28:26
you would get all the law 30 frames or whatever
28:28
it was But I swear that's where you saw the
28:30
Jillian people running around screaming like oh, so you can
28:32
only render at 540p. What the hell? So
28:36
that would make sense. Yeah, so I think I think I think
28:39
The percentage percentages are fixed on these
28:41
presets and that's all just the LSS
28:43
obviously Until an AMD are going
28:46
to have different different different
28:48
things going on. Yeah, the thing I'll
28:50
say is as a 1080p player Ultra
28:53
performance always looks real bad. I assume it's
28:55
because you're starting with like like 1990s resolutions
28:59
And and going up from there. Yeah Quality
29:02
on 1080p is great.
29:05
I run quality a lot. Anyway, um,
29:08
Let's see What other questions from OS X was
29:10
do you do I need to manually lower the
29:12
in-game resolution for them to upscale? No, you set
29:14
the resolution that you want generally you should set
29:16
the resolution for what your monitor is hard hard
29:18
Like the resolution of your monitor. Yeah native native
29:23
And as you said a minute ago Brad a
29:25
lot of games will actually show you what the
29:28
internal rendering res is I Think
29:32
X CSS lets you set the internal rendering
29:34
resolution rather than a quality profile or percentage
29:36
interesting That might be something that is
29:38
a per game Setting though cuz I've
29:40
seen it both ways. I think on X CSS. Okay,
29:43
so even for DLSS I'll just mention Alan wait to
29:45
is as an outlier here where they don't use the
29:47
names Of those precepts.
29:49
Well, just they just show they let you
29:51
pick the internal render resolution Okay,
29:53
but without the game running in front of me I can't
29:56
say for sure but I think I think all you're doing
29:58
is picking those resolutions that would correspond to those presets
30:00
to begin with. So
30:02
that is a case where the answer in
30:05
this one specific case, the answer is yes, you do
30:07
have to pick the render resolution in Alan Wake 2.
30:09
But again, that's I think it's just, it's
30:12
just mapping to those presets without them
30:14
using the names of the presets. Anyway,
30:17
also, sorry, I forgot to mention a
30:19
lot of at least with the LSS, a lot of the
30:21
preset selection now just lets you just set it to auto,
30:24
which I assume is just so is just
30:26
targeting some performance target and it maybe is adjusting
30:28
it on the fly to try to maintain frame
30:30
rate. That
30:34
would make sense, I think. Yeah.
30:36
Okay, so the
30:39
next one is screen space is SSAO.
30:41
What is SSAO? It stands for screen
30:43
space ambient occlusion. Yes. And
30:45
it's a post, it's a post process effect. So it
30:47
happens after the scene has been rendered. And
30:50
it adds things like reflections
30:52
and shadows,
30:55
fuzzy shadows around the edges of things. Yeah.
30:57
So yeah, ambient occlusion basically is just a
30:59
bunch of fine shadowing and the cancranis anywhere
31:02
that like the ambient light
31:04
would be occluded by objects,
31:06
you know, so you got like a bench or whatever, there
31:09
should be little bits of shadow right behind where the
31:12
the seat and the railing and stuff would be occluding
31:14
the light. Screen
31:16
space effects, like you mentioned, like ambient occlusion
31:18
and reflection, reflections, rely
31:21
on data that is being generated as a
31:24
part of rendering what's already in frame.
31:26
Yeah. So if you've ever played a game where
31:29
you like sweep the camera around and you've got something
31:31
like a big pond or like glass that's reflecting stuff.
31:34
And as the thing that's being reflected moves out
31:36
of frame, you see those reflections vanishing at the
31:39
same time. But that's a screen space
31:41
effect that that is, that is essentially like the
31:43
engine no longer has the data it needs to
31:45
render those reflections because it's not rendering the source
31:47
objects in first place. It's all just like a
31:50
shortcut, like the screen space effects are just a
31:52
shortcut to use data that already exists per
31:54
frame to create additional effects without
31:56
because otherwise it would be like way,
31:59
Way, way too. Computationally expensive to
32:01
calculate those from scratch, so
32:03
sometimes you over render the
32:05
the asshole. I'm buggy over
32:07
under the actual screen space suit. Actual thing
32:10
that's been rendered is larger than sexually been
32:12
shown. Source of the you avoid that kind
32:14
of stuff. Yeah, Ah, But you
32:16
see it more on councils were they don't have as much
32:18
performance. Had room to work with. Get
32:20
And and I'm. The
32:22
needy about ambient occlusion. Sweet. cheaper than doing
32:25
it for real. Like. This is this is
32:27
a lot of the. Most. What we're
32:29
talking about say place to rest are games
32:31
are games that use a traditional the K
32:33
We're gonna have to draw a bunch of
32:35
texture is mapped over wire frames and then
32:37
we're going to put some other textures that
32:39
are serving like maps that indicate the light
32:41
in the dark areas and was rather textures
32:44
that include indicate like whether the surfaces bumpy
32:46
are smooth and and all the stuff we
32:48
were written however a tracy a little but
32:50
that changes. Like
32:52
right now we're using mostly kind of combined
32:54
rastering rate racing games. It's
32:57
is still the rate. Racing is changing. Basically
32:59
everything they were talking about here Kislyak as
33:01
a sale doesn't apply. For. Ray Tracing.
33:03
yeah yeah yeah, maybe seclusion am dumb. Reflections
33:05
are to places where are you don't need
33:08
the screen space versions of those effects anymore
33:10
because retracing just does those inherently. yeah and
33:12
edits also would say as a seo his
33:14
memory intense and expensive but also it's like
33:16
if you're having per problem is it's a
33:19
it's not a terrible thing to turn them
33:21
down although I actually only one ear abu
33:23
I don't know what I decided that that's
33:25
and like a full past racing kind of
33:27
scenario. You get all that stuff like there
33:30
are games that use race racing and more
33:32
winded ways. That would not cover those use
33:34
cases. Of Okay so
33:36
next he is very of a variable refresh rate.
33:38
This is confusing. This was confusing even for us
33:40
as we were researching this episode. Yeah I learn
33:42
stuff today. Yes when I when I built as
33:44
machine last year I have figured this out years
33:46
ago in the promptly forgot it as you often
33:48
do when you figure out some obscure settings friends
33:50
at them once, rape or into thats good. Good
33:52
for your brain to does let us have fall
33:54
away and it'll It'll change before the next time
33:56
you need a problem life with. of The one
33:58
thing I can say is definitely. Never document
34:00
anything to do. Know that guy. documentation for
34:02
Trump's is my understanding. What would that accomplish
34:04
by the way. Other so this is relatively
34:06
fresh and mind because I had a singer
34:08
the stuff out again. Last. Year This
34:11
is only role inferred from video is why. Been
34:13
using for years. I can speak to. Him
34:15
the an Intel here but the that question is.
34:18
Ah, I'm. Okay so it had a
34:20
variable refresh rate technologies and rak of the
34:22
think the first question do I need to
34:24
turn it off in each game saying sorry
34:26
I'm just a just generally speaking Blurb a
34:28
series is a great resource for this because
34:30
they do a ton of like hands on
34:32
research and aim high speed cameras. it monitors
34:34
and do all sorts of crazy stuff with
34:36
all the available hardware. So if you if
34:38
you have questions about a setup that we
34:40
are going talk about here today. Blur busters
34:43
is the is the is the number one
34:45
resource I think death. So the
34:47
the combo settings I have found on a
34:49
video that will consistently good variable refresh to
34:51
work is in the Nvidia control panel. Are
34:54
you wants you to rongi seek silicon? So there's
34:56
a setting under three settings called monitor technology. Which.
34:59
Will say D C Orgy scene compatible as
35:01
you'll have an actual dissing monitors. it's like
35:03
a freezing monorails. I compatible the at any
35:05
rate, You. Wanna turn on the adaptable
35:07
adaptive. Refreshed, Technology under
35:09
Your technology. And. Then you are
35:11
force to seen to on in the driver control
35:13
panel. And then thereafter you
35:15
always want to turn this thing off. In.
35:18
Every game that you're playing. Yeah because been
35:20
when you're having these the driver uses club.
35:22
he lets his overriding the games behavior with
35:25
the to her her global. Driver:
35:27
V sync and as the only way I
35:29
found to very consistently good variable refresh to
35:31
work and everything. This is one of the
35:33
benefits of using G Force Experience for the
35:35
south as it does. Does this email from
35:37
worry about it? ah in the in games
35:39
going wrong why we had worry about until
35:41
the third asked oh you do not buy
35:43
me need I? You don't have to go
35:45
into each game set and chaser so rice
35:47
or officer and yeah to turn off you
35:49
think I'm the the blurb us His explanation
35:51
of this is it the T Sinks ability
35:53
to fall back on us discs Refresh rate
35:55
V Sync behavior changed in. twenty fifteen when
35:58
they expose the option to to do
36:00
this. Right
36:02
now, because you see
36:04
both, people think that G-Sync and V-Sync are
36:06
separate options. But when G-Sync is enabled in
36:08
the control panel, the vertical sync option in
36:10
the control panel no longer acts as V-Sync
36:13
and actually dictates whether the G-Sync
36:16
module compensates for frame rate variances
36:18
by the system, which prevents
36:20
tearing. And
36:22
that's if G-Sync and V-Sync are off. If
36:25
G-Sync is on and V-Sync is off, this
36:27
is really confusing. This is a lot. I
36:29
think what you're saying, this is just arbitrary
36:31
Nvidia driver behavior. Like I said, you need
36:33
V-Sync on, but then once you enable G-Sync,
36:35
then it's going to use G-Sync as V-Sync
36:37
is what you're saying. Well, yeah, with V-Sync
36:39
on, in order, it
36:42
has to also have to do with the fallback for when you
36:45
get outside the range where V-Sync batteries. So once your G-Sync is
36:47
really for is
36:51
when you're running at less than the refresh rate
36:53
of the monitor. And
36:56
so basically,
36:58
the upshot is if you turn G-Sync on
37:01
and you turn V-Sync on, the driver just
37:03
handles and you don't have to worry about
37:05
all the other nonsense. The
37:07
other part of this is that if your game
37:10
has a frame limit and your game consistently runs
37:12
above the refresh rate of your monitor, you want
37:14
to set the frame limit to just below the
37:17
actual frame rate of the
37:20
refresh rate of the monitor to
37:22
reduce tearing, to make sure tearing never happens.
37:24
And it's like three to five frames a
37:26
second, usually. Yeah, for example, I have
37:28
a 144 Hertz monitor and I
37:30
set a 140 FPS cap in my drivers. Yeah,
37:33
well, you can also do that in the game as well, if
37:36
that's an option. The
37:38
other thing is that NVIDIA added a new
37:40
fast V-Sync option between the time the BlurBusters
37:42
article about G-Sync and V-Sync was written and
37:45
now. And you only
37:47
want to use that if your frame rate is
37:49
2x your refresh rate or more, and
37:52
you're probably not using G-Sync monitors. So
37:55
generally speaking, if you have a G-Sync monitor, you do
37:57
not turn on fast V-Sync. If you don't have a
37:59
V-Sync monitor, monitor, a G-Sync monitor, and
38:02
you're running. So if you have a 60
38:04
Hertz non-variable refresh rate monitor, and your
38:06
games are running at more than 2x, your
38:09
refresh rate of your monitor turning on the fast
38:11
one will give you benefits. I
38:13
can't imagine that there's a lot of people in
38:15
that situation that don't have G-Sync monitors or a
38:17
free-sync monitor at this point. That's almost certainly the
38:19
case. Brad, how can you tell if this is
38:21
working? Yeah, next question. How can I verify it's
38:23
working? Your monitor's on-screen display should
38:26
show you in real time the sync rate
38:28
fluctuating up and down. I can't imagine there
38:30
is a monitor that has adaptive
38:32
refresh that doesn't show it there, right? Mine
38:35
does. Yeah, my ASUS
38:37
monitors do. My TV does. Like, I think
38:39
just about everything that does some form of
38:41
variable refresh will just show you in the
38:44
display settings what it is at any given moment. I even
38:46
have a little thing that I can put the number in
38:48
the top right corner if I really want
38:51
to feel inadequate or excited about my
38:53
frame rate, depending on how things are
38:55
going. Ooh, I might have to look for that. One
38:57
of the other questions is, what if you have multiple monitors? So
39:01
from a frame rate perspective, Windows 11 and I
39:04
think 10, both can
39:06
run multiple monitors at independent resolutions
39:08
and refresh rates with no problem.
39:11
So like, my main monitor is running at 360 hertz. My
39:14
top monitor is running at 60 hertz. My right monitor
39:16
is running at 60 hertz. No problem. If
39:19
you're, say, using a two-PC streaming setup,
39:21
you can even mirror as long as
39:23
you mirror them in the right order and have the
39:26
refresh rate set before you do the mirroring. You can
39:28
set your main monitor, run it the video game resolution,
39:30
like the 144, 360 hertz, whatever. And
39:33
the capture card will still run at 60, and it will
39:36
just take every x frames to send
39:38
to the capture card. So that stuff works great. The
39:41
weird thing is that multiple monitors in
39:43
the past has really impacted performance. In
39:46
the pre-Windows 8 days, like Windows 7
39:49
is like the last generation of
39:51
desktop window manager and the early,
39:53
early stuff that started with Vista
39:56
and got better gradually over time. There
39:58
was a major performance. hit when you're running
40:00
full screen games and you
40:03
had stuff running on other monitors. It's
40:06
less of an issue with Windows 10 and 11. Linus Tech
40:09
Tips did a
40:12
video where they tested up to I think
40:15
four monitors with videos running full screen on the
40:17
other monitors while you played a game, which
40:20
showed that there was some impact, but I think
40:22
realistically nobody's going to be watching four videos at
40:24
once. You're much more likely to just have one
40:28
video and then some text like a guide
40:30
or something like that, you know, like just
40:32
static text, basically maybe images.
40:35
If you were concerned about it and if you're in perf
40:37
issues, you can use Win Plus P to
40:40
turn off your secondary monitors when you're
40:42
playing games really easily. Or
40:45
just hit the power switch. Also,
40:47
we should talk about game mode. On Windows 11,
40:49
there is a game mode setting that is
40:52
on by default. Most people don't ever have to change
40:54
it. It's worth checking. You can open
40:56
the settings panel and just type game mode
40:59
and it'll pop up. Basically what it does is
41:02
it does some pain in the ass
41:04
stuff like turns off notifications while you're playing
41:06
games, but the big one is that it
41:09
lets the window manager know that you play
41:11
games on this computer. So it handles full
41:13
screen games a little bit differently sometimes. Another
41:16
thing to know about here is full screen
41:18
versus borderless window or windowed if
41:20
you really want to play in a window, but only
41:22
weirdos play in windows unless it's
41:24
like vampire survivors or something maybe. I'm
41:27
judging them too. As the name
41:29
implies, borderless windowed means you're technically actually still
41:31
playing in a window. It just
41:34
is displaying the contents of the
41:36
window at full screen without scroll bars or title
41:38
bars or anything like that. So it looks like
41:40
it's full screen. You're still getting the benefit of
41:43
it being a windowed application, meaning you can all
41:45
tab in and out very cleanly. In
41:49
a lot of games, if you have a UI
41:51
menu up that gives you a mouse cursor, you
41:53
can just move it out of the window like
41:55
a normal ass application. The
41:58
problem... Is
42:00
that there again, this is a place where there used
42:02
to be a performance hit for doing the borderless window
42:04
thing Yeah, because in the exclusive full screen Windows
42:07
use in the old days windows would just say
42:10
hey, if this is all you
42:12
buddy, you got everything You got the GPU got the
42:14
CPU got we're turning off the window manager We're just
42:16
gonna let you do your stuff and then if you
42:18
wanted to say all tab It would minimize
42:20
the game the game would go away It
42:23
works. Definitely now and and back in the day This
42:25
is less of a thing now that people game out
42:27
there native monitor resolution more But if you're running in
42:29
a different video mode It would require like a whole
42:32
monitor video mode switch when you tab down and out
42:34
of the game Which was slow and clunky it still
42:36
does sometimes if you have a weird refresh rate monitor
42:38
like my a lot of games don't know to do
42:40
with my monitor sure and So
42:43
then like if you're if your games max refresh
42:45
rate setting is 144 Hertz It'll
42:48
just bump you down to 144 Hertz
42:50
on that monitor if you go in the exclusive full
42:52
screen mode Yeah, so yeah, like like like
42:54
we said borderless window avoids all those
42:56
annoying issues But but yes, there there
42:59
is or was a performance Delta at
43:01
some point So from so from a
43:03
survey I went through and searched reddit
43:06
for people complaining about borderless window and
43:08
nixtria an exclusive full-screen performance problems and
43:11
it seems like Pub G over
43:13
the years has been a game. You should probably play
43:15
an exclusive full-screen GTA 5
43:17
is a game that has a significant performance
43:19
boost running in borderless Huh
43:22
It's it's it seemed all
43:25
over the place on what's faster and what's slower
43:27
in full screen or Borderless
43:29
and of course it's important to note like
43:31
the convenience of not having to like mode
43:34
shift the monitor when you switch in and
43:36
out Of the game is substantial. So yes,
43:38
I Would just test
43:40
on game by game basis for the game. So
43:42
you're playing. Yeah. Yeah, I will throw in I've
43:44
had a lot better luck getting variable refresh to
43:46
work reliably in full-screen modes than with borderless like
43:48
the video control panel Does let you turn on?
43:51
Variable refresh for for windowed applications,
43:54
but it seems a lot less reliable
43:56
in my experience Are you so
43:58
I've had the it's funny. I've had opposite experience because
44:00
usually it works pretty well. My
44:03
desktop is always working in the variable refresh mode and
44:05
it just, if the game works then
44:07
the desktop works when you're in borderless. I mean if
44:09
the desktop works then the game works when you're in
44:11
borderless and makes it interesting. Interesting. Yeah.
44:14
One other tidbit I threw in here and this actually I got this
44:16
from the Discord a year or two ago. This
44:18
was fascinating I thought. Yeah. So this happened I
44:20
believe sometime after Windows 10 came out. Microsoft
44:23
rolled out a feature and this is a very under
44:25
the hood thing. They call it full
44:27
screen optimizations which actually means, and
44:29
I think there is a way to disable this, but it's
44:31
on by default, it means that if you tell a game
44:34
to run in full screen it thinks
44:36
it's running in full screen but Windows actually
44:38
is kind of intercepting it and there's some
44:40
kind of best of both worlds like abstraction
44:42
layer happening where it's like the game is
44:44
doing what it would be doing in full
44:46
screen but they are still like Windows
44:48
has still got some kind of compatibility layer where
44:50
it's also making it easier to all tab in
44:52
and out and stuff like that. You can read
44:55
this blog post I linked if you want
44:57
to know more about the technical details but
44:59
the idea there is to try to kind
45:01
of capture the best benefits of both modes.
45:03
Yeah. The desktop window manager is the thing
45:05
that handles rendering everything on the desktop generally
45:07
except for exclusive full screen apps. So the
45:09
fact that they pulled this in, you can
45:11
disable this in the launch options in the
45:13
compatibility tab for pretty much every executable on
45:17
your computer. I think
45:19
it is literally called full screen disable full
45:21
screen optimizations. Okay. There we go. I've had
45:23
really good luck with it though. I run
45:25
most all games in quote unquote full screen
45:28
but with this under the hood of course
45:30
and it's all worked pretty well for me.
45:33
So do they still minimize when you all tab out? Some
45:36
of them do. Actually that behavior is kind
45:38
of unpredictable like some decent number games
45:41
still do minimize but some of them do not.
45:44
Because I'm often streaming and I don't necessarily want
45:46
to show my desktop to everybody when I all
45:48
tab I do tend to
45:51
use borderless window. Yeah. That makes sense.
45:53
I mean you're doing a video output
45:55
into a stream machine, right? I'm not
45:57
doing a like I'm not I'm not
45:59
I don't don't use OBS to capture a window
46:01
and then broadcast it out someplace anymore.
46:03
I used to do that, but it was removing
46:07
layers of hassle. It turns
46:09
out it's important for me.
46:11
The next big place where there's stuff
46:13
that's confusing is post-processing.
46:16
Usually, people group these together
46:18
in their display options often. Here's
46:22
an interesting question for you, Brad. When
46:24
you're looking at display options
46:26
or graphics options in a
46:29
game, typically, people put them in the same
46:31
order. It's always resolution at the top. It seems like the
46:34
preferred way or maybe the scheme
46:36
that people use is to put the stuff that's
46:38
the highest impact toward the top and
46:40
the lowest impact toward the bottom in terms of performance.
46:42
Yeah. A lot of things, I think that is intuitive.
46:45
Except for now that we have ray tracing stuff and that's always at the
46:47
bottom. We've completely upended
46:49
the entire hierarchy. Post-processing stuff is
46:52
all the stuff that happens after
46:54
the scene is rendered. You've drawn
46:56
your polygons, you've applied textures to
46:59
them, you've applied your lightmaps, you've
47:01
done all the highlights and the
47:03
reflectivity and all that stuff. Then,
47:06
you have this time to work inside the
47:09
rendered scene. Stuff like reflections and
47:11
ambient occlusion, which we've talked about a little bit.
47:13
Depth of field usually comes in at this point,
47:15
so you blur the stuff that's far away or
47:17
too close that's outside of the focal range of
47:19
the camera. Bloom,
47:23
where you brighten
47:25
up areas that have light sources. Anybody
47:28
who played video games from, let's
47:31
say 2002 to 2006 or 2007, remember more than that,
47:36
wasn't it? It definitely kept going
47:38
from there. There was a period
47:40
like mid-original Xbox with Fable and
47:42
some stuff like that. Like blooms
47:44
were so overused. It was everywhere.
47:47
I mean, it was the
47:49
color lighting of its time.
47:51
Let's see, bloom, chromatic aberrations.
47:55
It turns out- Very polarizing. Well,
47:58
chromatic aberrations are one of the things to make. people
48:00
motion check really anything else. Yeah,
48:02
really? Yeah, we we we
48:05
had some early on we had some chromatic aberrations
48:07
on some VFX in our game and we had
48:09
to pull them because it was making people feel
48:11
real bad. Wild. I wouldn't even associate that with
48:13
motion because it's like a color separation thing. It's
48:16
it's it's mimicking a lensing effect right like it's
48:18
something if you have glasses of a certain or
48:20
the high enough prescription you'll yeah
48:22
like what you get red and blue depending on
48:24
which side of the lens you're pointing out. You
48:26
see the colors separating out a little bit. That's
48:29
what that is. Some some people just hate the
48:31
way it looks. Also, I find yeah,
48:33
it's I'm trying to think I think control used a lot
48:35
of chromatic aberrations. Oh, hold on. I was going to put
48:37
something in there. The
48:40
color balance. So this is this is
48:42
there's also post processing effects that are
48:44
like almost like film production stuff where
48:46
you where you can change the tone mapping. You
48:48
can change the color balance of a scene. So you can make it go black
48:51
and white. You can make it be full color.
48:53
You can only have certain colors be
48:55
visible stuff like that. Vignetting
48:57
which is just kind of putting a frame around the edge of the
48:59
screen like you would if you were on on a too
49:01
narrow a lens for your sensor size on
49:04
your camera. TAA
49:06
temporal anti aliasing which is
49:09
does anti aliasing between frames basically.
49:12
FXAA which is fast approximate. This is another one where
49:15
the X is the letter in the acronym is in
49:17
the middle of the word which makes me crazy. Smooth
49:20
edges often that's used for
49:23
things like fences and narrow skinny
49:25
stuff. I thought I never knew what the X
49:27
stood for and that I'm glad I know now
49:29
even though even though it's even though it's an
49:32
illegal abbreviation. Yeah, this
49:34
is true crimes here.
49:36
And then super sampling which we talked
49:38
about before and film grain which everybody should
49:40
turn off immediately. I think motion
49:42
blur fits in this category too but I'm not
49:44
100% about that. It wasn't on
49:46
the list here. Yeah. I'm realizing
49:49
that now. Look man, film grain has its
49:51
place. It can absolutely be overused. It has
49:53
its place in film but when you're watching
49:55
a digital medium that's recorded digitally and rendered
49:57
digitally like it's film grain. is a, is
50:00
a, what was the bad word from the
50:02
early days of the iPhone? Uh,
50:06
you know, when you, when you made your, your movie
50:08
collection look like a shelf. Oh,
50:11
skeuomorphic? Skeuomorphic. Yeah. Most
50:14
skeuomorphic. I guess. Look, it's an aesthetic
50:16
choice, okay? Our direction. I
50:19
get it, etc. Whatever. I liked it.
50:21
I liked it in Mass Effect. It looked good with those
50:23
70s lens flares. I turned it off immediately. Give me the
50:25
lens flare though. I love a lens flare. Lens
50:27
flare is also a post, a post-processing.
50:30
So a lot of this stuff
50:32
is, is low impact. Uh, like film grain, uh,
50:35
um, depth of field, um, tone
50:38
mapping, color balance, all this. So a lot of these things
50:40
you don't get access to. Dramatic aberrations,
50:42
people let you turn off because some people hate them and some
50:44
people make barf when you use them. Uh, bloom
50:46
often you can turn off. None of this
50:48
stuff is super high impact except for
50:50
SSAO and the anti-aliasing stuff. And
50:52
all of those are basically supplanted by
50:55
the ray tracing and or DLSS, uh,
50:57
the, the suit, the, the MR, ML
50:59
super sampling stuff. Yeah.
51:02
Um, HDR is another weird one. We, we did realize
51:04
we forgot to put this on the main list. I
51:06
kind of wish we had left it off. HDR
51:09
is a mess in PC games. It's really
51:11
all over the place. Like everybody implements it
51:13
differently. Some people don't support it right. That's,
51:17
that's kind of what I wanted to say is it sounds
51:19
like I'd often just turn it off. Some
51:21
give you too many options. Um, it's
51:23
in the no stock. If people want to look it up, cyberpunk, literally,
51:26
well, I can't see all the options right now,
51:28
but cyberpunk literally offers like two different HDR modes
51:30
that use like terminology, like sRGB,
51:32
something, something. And then I forgot the other, you
51:34
know what I mean? It's like, unless you really,
51:36
they let you pick the spec that you use,
51:38
right? Like unless you already professional working in like
51:40
color timing or something, you have no idea what
51:43
those things mean. And I couldn't tell the difference.
51:45
Oh, uh, speaking of color timing, that
51:47
is another thing. If you use it, if you actually take
51:49
the time to color calibrate your monitor and
51:51
you let games use exclusive full screen,
51:54
they won't use the color timing, the
51:57
color calibration profiles that you set up
51:59
through windows. So worth
52:01
worth knowing if you've bothered to color
52:04
calibrate your monitors. Um, I
52:06
so I usually What
52:08
I'm gonna say is don't use the auto HDR
52:10
setting that's in Windows because it blows does
52:13
it I think it stinks Some
52:15
people I haven't I've not spent a lot of time with it
52:17
personally But some people things seem to think it works pretty well.
52:19
I mean I have had almost
52:22
exclusively bad experiences with it On
52:26
games that do support HDR and you
52:28
take the time to do the calibration like don't
52:30
skip the calibration steps if you're doing HDR Don't
52:33
cheese the calibration steps Where
52:36
you you know, cuz look we've all done that thing
52:39
where it's like hey adjust the gamma until you can
52:41
barely see this Darkest bit of the scene right and
52:43
then we're like, you know what? It's pretty cool when
52:45
you're playing a multiplayer game to be able to see
52:47
people hiding. Oh shadows Yeah, you can't do that with
52:50
HDR because your stuff gets really washed out and janky.
52:52
It looks terrible It's just gonna make everything would blown
52:54
out Um, it's if you're gonna a lot of games
52:56
will actually ask you the max brightness of your monitor
52:58
Which is a kind of insane thing to ask. Yeah,
53:00
well, I've yes I've noticed that trend of like they
53:03
they literally like asked you how many knits can your
53:05
display do or something? Like those people are not going
53:07
to know that Well, I mean you're gonna
53:09
want to go look up your monitor on the internet
53:11
to see what it does Yeah, because if you get
53:13
that wrong, it'll make things look real bad, too Like
53:15
this is this is why it's messy. It's cuz there's
53:17
no As far as I
53:20
can tell there's no good way for the monitor to
53:22
say to Windows Hey, here's what I support and Windows
53:24
doesn't care enough to report that back to games So
53:26
it's up to us as players to know this stuff
53:28
on a game by game basis, which is janky and
53:31
bad Another thing I should mention. I think
53:33
I've got this right again. The stuff is pretty hard to figure
53:35
out I think you have to you have to have a shower
53:37
enabled in Windows at the desktop level before you then go into
53:39
a game And turn it on there, right? It has to be
53:41
on on your monitor It has to be on on Windows and
53:43
it has to be on in the game Like
53:46
you can't point is you can't leave HDR
53:48
off at like say the Windows desktop and then
53:50
just make a game force it on it Already
53:52
has to be on in Windows A lot of
53:54
people don't like the way that the desktop looks
53:56
with HDR on me included Especially if you have
53:58
like two non HDR monitors in one HDR monitor.
54:01
There is a Windows shortcut for HDR
54:04
to enable HDR. It's Windows key plus
54:06
alt plus B turns on HDR and
54:08
turns on alt B. If you're gonna
54:10
use HDR on
54:14
your Windows PC that one's a banger. Yeah
54:16
that's pretty good. I will keep that in mind.
54:19
That's pretty close to the reset the graphics
54:22
driver entirely keyboard shortcut. What
54:24
is that? Control alt B?
54:27
Is B for graphics? I guess. It's Windows
54:29
control shift B for that one which completely
54:31
restarts the graphics driver if you're having display
54:33
issues. There you go. That's a good one
54:35
to know. Last thing I
54:37
should mention here I think we talked about this a few months ago
54:39
in some other contexts. Maybe it was when I
54:41
bought my TV or something. Yeah we talked about HDR. Windows
54:44
11 has an HDR calibration
54:46
tool now. Oh really? You do have to go
54:48
to the Microsoft Store and download it. It doesn't
54:51
just stop built into Windows 11
54:53
for whatever reason. Literally just called
54:55
Windows HDR calibration. Just go to the
54:57
Microsoft Store and search for that. It's
54:59
actually basically identical to the Xbox like
55:02
the Series X HDR calibration. So Series
55:05
X and PS5 pretty much have this solved. I
55:07
mean of course they do because they're consoles. Yeah. You
55:10
know it's a 6 platform but it mimics that
55:12
where it's literally just three quick screens of like
55:15
adjust the brightness so you can barely see this
55:17
symbol now adjust it the other direction. Same thing
55:19
like it takes two minutes. That's really good. So
55:21
definitely do that in Windows 11 if you're going
55:23
to try using HDR in games. I wonder if
55:25
it passes it forward to games or if that
55:27
just sets the baseline for the monitor. So Alan
55:30
Way 2 recommends that you do this. Okay. So
55:32
I think it is working with games in some
55:34
direct way. Good to know. Hey so
55:36
the good news is we've done all the complicated
55:38
stuff and all we have left is ray tracing.
55:40
Oh yeah that's I mean it's just a fire
55:42
and forget right. Yeah ray tracing is really complicated
55:44
it turns out. Yeah. Well for now I guess
55:47
like theoretically eventually it's just gonna be the
55:49
thing and it's gonna be a well I
55:52
I mean at some point
55:54
in the future yeah but like right now
55:56
the way people are implementing in games it
55:58
seems like it's Like
56:00
everybody picks and chooses the stuff that they want
56:03
to apply retracing to. Yes. They're
56:05
pretty tactical about it. Like with the
56:07
exception of like cyberpunk where everything's traced to
56:09
hell. You
56:12
have to play it game by game basically is the upshot
56:14
here. There's no common
56:17
rules. The hardware
56:19
vendors are doing it typically a pretty
56:21
good job of highlighting the work for
56:23
flagship games. Yeah. Like I found this
56:25
great blog post about control on Nvidia's
56:27
blog where they highlighted the five things
56:29
that control used ray tracing for. Which
56:32
is like floor like reflections, environmental
56:35
reflections like furniture reflecting onto the
56:38
shiny concrete floors, white
56:41
walls reflecting lights differently, stuff
56:43
like that. Transparent
56:45
reflections where you can see your character in glass windows
56:47
or if like there's a fight happening in a room
56:49
with a bunch of glass, the
56:52
particles are reflected in the windows which
56:54
normally doesn't happen on glass reflections when
56:56
they're done by Q maps or other
56:58
pre-computed volumes. Indirect
57:01
diffuse lighting which is where the color light bounces to
57:03
nearby surfaces so you get more than one bounce on
57:05
the light maps including dynamic. So
57:08
typically with a light map you only
57:10
see lights on non-dynamic objects. So like
57:12
if there's an enemy in
57:14
a shadowy hallway the light won't necessarily
57:16
like the light won't
57:18
reflect onto them and in this case the wood. Right.
57:21
Like in that case like the game developer on the
57:23
rasterized situation is just using a different lighting technique to
57:26
simulate that the light from the light map is hitting
57:29
the dynamic object even
57:31
though there actually is different technique under the hood. They're
57:34
saying hey you're standing inside a light map therefore we
57:36
should reduce your lighting by this much. Right.
57:39
Right. But also it means that like
57:41
a projectiles light won't necessarily impact on
57:43
anyway. Yeah. So that's why
57:45
like if you've watched like me flip out of
57:48
Q2 RTX on a stream a couple of years
57:50
ago or whatever and specifically you're like oh my
57:52
god all the power-ups are affected by the same
57:54
lighting as everything else stuff like that. Yeah.
57:57
That's why like that's that's that's where having
57:59
a fully general. unified
58:01
lighting model makes makes everything look really consistent
58:03
and cool. And the thing
58:05
to know is that you're not replacing
58:07
like they're not the raytrays stuff isn't
58:10
replacing isn't
58:12
replacing nothing. It's replacing hacks that
58:14
were less good, right? It's it's
58:17
things that we did to make things look okay
58:19
But and it's kind of like
58:22
I use this example up It's kind of like
58:24
video compression right where after you watch each impact
58:26
to impact to video for a long time You
58:28
don't see the blockyness of it anymore after you
58:30
watch h264 compression for long enough You don't notice
58:32
the kind of glitches around the edges of things
58:35
anymore And and this is all stuff that is
58:37
people who've been playing games for a long time
58:39
You probably don't even notice anymore until it's not
58:41
there and it's working the way it does in
58:43
the real world, right? Contact
58:46
shadows was another good one so if you think
58:48
about how shadows on a thing like a chain
58:50
link fence or like a thin metal rod or
58:53
like a Like like really
58:55
fences are the classic example because there's a lot
58:57
of vertical things aligned with each other and they
58:59
often get stairs Kind of stair stepped out of
59:01
existence because the light maps are lower
59:03
resolution than the world and and the shadows don't look
59:05
good as a result These
59:08
these give fine detail shadows That
59:11
without having to do the kind of fine-tuning
59:14
Like basically you put you put a higher resolution
59:16
The way to fix is to put higher resolution
59:18
light maps in areas where these types of things
59:20
are But that is incredibly time intensive and requires
59:23
an artist going back over the levels again and
59:25
again and again as things change So
59:28
so this just it kind of happens automatically. It looks
59:30
really nice It also means
59:32
that like things are shadowed like the inside of
59:34
pipes and stuff like that are shadowed in a
59:37
way That's appropriate even when lighting in the world
59:39
is changing and then the last one is debris
59:41
so there's a couple of scenes in control where
59:43
like monsters come in and just destroy the whole
59:45
world around you and It
59:48
what they're doing is essentially letting the things
59:50
that are typically visual effects and Particles
59:52
that are that don't maybe don't look like particles
59:55
Cast shadows and reflect light and do
59:57
things and it looks bonkers when you
59:59
you see it in person. Yeah.
1:00:03
So, so, but the upshot on
1:00:05
that is that the settings for
1:00:08
control and the settings for Alan Wake and
1:00:10
the settings for cyberpunk and the settings for
1:00:12
Fortnite are all wildly different because
1:00:14
their implementations of ray tracing are very highly specific
1:00:16
to their games. Yeah. And London in
1:00:18
some cases, like you said, they kind of take and choose which
1:00:21
parts of the render pipeline are handled by
1:00:23
reasoning and which are traditional like call of
1:00:25
duty has ray tracing, but they ray traced
1:00:28
some shadows and I think a couple
1:00:30
of reflections occasionally, but
1:00:32
not like, not like world reflections.
1:00:34
It's basically just you see the players in in
1:00:37
puddles and glass and stuff like that. Yeah. Yeah.
1:00:39
And I mean, to be clear, the reason for
1:00:41
that is that so far ray tracing has had
1:00:43
an enormous performance cost. Like it's, it's not
1:00:46
what a lot of people would consider comfortably playable
1:00:48
depending on the kind of hardware you're on. Like
1:00:50
we're just getting to the point now where hardware
1:00:52
is fast enough and also the software is improving
1:00:54
enough. Like that's why it was such a big deal
1:00:56
like marketing wise, like they made such a big push
1:00:58
behind the cyberpunk path tracing mode.
1:01:01
Yeah. Path racing in this context is a much
1:01:03
more generalized, Hey, now we're using ray tracing for
1:01:05
everything in the game. Yeah. So ray
1:01:08
tracing traces out from the camera viewpoint to
1:01:10
all the pixels in the scene and path
1:01:12
tracing is the other way. It bounces from
1:01:14
light sources until it intersects with the camera,
1:01:16
right? Um, I can't remember which direction. I
1:01:19
think they're still going from surface back. I
1:01:21
think they're still working backwards, but
1:01:23
we're, we're definitely not experts on that. I
1:01:26
think it's tracing rays back from surface to camera instead of
1:01:28
the other way around. Right. But
1:01:31
the race. Yeah. Yeah. Anyway, but,
1:01:33
but the upshot is there are way
1:01:35
better algorithms coming out for like ray casting and resampling
1:01:37
and all that stuff. Like if you've seen some of
1:01:39
the, I know this is a very Nvidia
1:01:41
heavy episode. I mean, they've been pushing
1:01:44
ray tracing artists. Um, RTX DI,
1:01:46
I believe is the name of their package that
1:01:48
they put out along with cyberpunk. Um,
1:01:51
it is incorporating a lot faster types
1:01:53
of ray tracing processing. Um, so
1:01:56
I think we're going to start seeing more games that use ray
1:01:58
tracing and a much more general. Global way. Well, I
1:02:00
think the other thing that's gonna happen is we're gonna start
1:02:02
seeing Current gen console exclusives that
1:02:05
utilize the ray tracing stuff more more Yeah,
1:02:07
we're actually start like spider-man 2 was a
1:02:09
surprising example of that where there is no
1:02:11
mode on the PS even on the ps5
1:02:13
There is no mode that doesn't use ray
1:02:15
tracing. Yeah, I agree And
1:02:17
that carries over to console ports, of course So
1:02:22
path tracing according to digital trends Path
1:02:26
tracing is ray tracing is more
1:02:28
accurate path tracing is faster can
1:02:30
have some problems But you
1:02:32
can kind of work around the problems by by
1:02:34
applying some other clever solutions to
1:02:36
them And that's why like
1:02:39
way to RTX that that's why the games that
1:02:41
have done full lighting model replacements have done path
1:02:43
tracing for the most part The
1:02:48
let's see last thing I guess here
1:02:50
I I'm
1:02:53
trying to think I feel motion blur. We didn't talk about
1:02:55
motion blur Brad People
1:02:57
love motion blur. Do they well?
1:03:00
Do you remember a couple years ago when when digital foundry
1:03:02
did the thing that was like, hey You know what
1:03:04
forts of horizon looks as good at 30 frames
1:03:06
a second with motion blur on is it does it
1:03:08
60 frames a second? Mm-hmm people
1:03:11
reacted pretty negatively to that as I
1:03:13
understand. Yes. Yes, that is unsurprising Yeah,
1:03:16
I tried it. Did you try it? Did you turn
1:03:18
it on? I did not I was
1:03:20
really shocked It adds what how
1:03:22
effective it was I couldn't really tell
1:03:24
the difference. Oh Interesting.
1:03:27
Yeah. Um, so anyway, let's see
1:03:29
last couple things the latency reduction
1:03:31
stuff like reflex and and Anti-lag
1:03:35
on the AMD side are
1:03:37
both really good. And if you have those supported in
1:03:39
your games It's worth turning them on especially if you're
1:03:41
using mouse and keyboard because they do reduce the input
1:03:43
to pixel latency quite a bit Yeah, they're actually I
1:03:46
was gonna ask earlier Is there any reason not to
1:03:48
ever enable those is it just like a if you
1:03:50
run into problems turn them off? Maybe
1:03:52
the boost setting can increase your power
1:03:54
consumption on video side for the for
1:03:56
the reflex make
1:04:00
the GPU run it. We can keep
1:04:02
this at the TDP if you have to, to
1:04:04
hit the frame rate calls.
1:04:08
My general advice is like turn off
1:04:11
the frame generation for most stuff probably
1:04:13
at this point, unless it's like heavy
1:04:15
ray tracing type content. Yeah, again,
1:04:17
Cyberpunk there was the example where like, even
1:04:20
a 4090 could only run Cyberpunk on the path tracing
1:04:22
mode at 4K, like basically about
1:04:25
30 FPS native. You
1:04:27
can see in my Allen
1:04:30
Wake settings, I have DLSS,
1:04:32
I'm using DLAA for the render
1:04:34
resolution at my native NAP and
1:04:37
I have frame generation on there. That
1:04:40
was nice. It performed well. Yeah, Allen Wake
1:04:42
is another one of the few games that's very heavy
1:04:44
on ray tracing. But again, I think we're going to
1:04:46
see a lot more of it in the next two,
1:04:48
three years. Well, and also like both
1:04:50
of those, I mean, Cyberpunk a little bit less so,
1:04:52
but Allen Wake is a game where like your input
1:04:55
latency doesn't really matter, right? It's
1:04:57
not like there's fast shooting sequences
1:04:59
or you're basically walking around being
1:05:01
a kind of grumpy old guy and doing cop
1:05:03
stuff. So yeah, that's it. That's
1:05:05
settings. Do we miss anything else important? I
1:05:07
don't think so. I mean, let's
1:05:10
miss something else a little bit. That's shocking, yeah. But please
1:05:12
let us know if you thought this was useful or helpful.
1:05:15
Oh, the other one is Unreal 5 stuff. Unreal 5
1:05:17
has a completely different pipeline for ray tracing than anybody
1:05:19
else. So as we start to see Unreal 5 games,
1:05:21
they will probably be a little bit more in common
1:05:23
if they're using Nanite and Lumen and all that stuff,
1:05:26
right? But it's a kind of
1:05:28
hybrid CPU GPU solution that's
1:05:33
not super well documented from what this means
1:05:35
for people. Standpoint, if
1:05:37
you're playing say Fortnite, which is a competitive
1:05:39
game, probably I turn all
1:05:41
that stuff off. If
1:05:43
you're playing something that is not competitive and you want
1:05:46
to look nice, turn it all on, get crazy. Going
1:05:48
right back to the days of Quake 1 when I
1:05:50
had the three effects card and thought it was cool.
1:05:52
And then I went back to the software mode because
1:05:54
I got 200 frames a second. The
1:05:57
guy who ran the Linux lab that I've talked about, I think...
1:06:00
in the past had had settings
1:06:03
for Quake one with 3D acceleration that
1:06:05
basically turned the MIP levels all the way down.
1:06:08
Oh yeah. Oh, that's a classic. It was like
1:06:10
you'd like it like the health box was just
1:06:12
like a brown box with a
1:06:14
red circle on it. Basically a fuzzy
1:06:16
red circle. Yeah, that's the classic. I've had good
1:06:18
times. Good times. I don't
1:06:21
think it really mattered all that much, Brad. Probably
1:06:24
not. No, but but yeah, let us know. Let us
1:06:26
know if there's other settings. If there's other things you
1:06:29
don't understand, you'd like to know more about, we
1:06:32
will track them down post posted. Send us
1:06:34
an email at techpod at content
1:06:36
down or in the question seeking answers channel
1:06:38
in the discord and we'll we'll we will
1:06:41
we will drill down and figure it out. And
1:06:43
if we don't know the answer, we'll call Nvidia and AMD
1:06:45
and ask them to please help us answer
1:06:48
your questions. But
1:06:50
I think that's it for us this week, Brad. Yeah.
1:06:53
As always, Brad and Will Made a TechPod is a 100%
1:06:56
listener supported show. So
1:06:59
without you all, we wouldn't be here. So thank you to all of
1:07:01
our patrons for supporting the show. Yes, thank you. If
1:07:03
you would like to find out how to support Brad Will Made
1:07:05
a TechPod, you can go to tech patreon.com/tech
1:07:07
pod. Again, you can go
1:07:10
to patreon.com/tech pod. And
1:07:12
for five bucks a month to get access to
1:07:14
the fabulous tech pod discord, our monthly patron exclusive
1:07:16
episodes and and you get to know
1:07:18
that like we get to continue making a podcast. So
1:07:21
that's that's really good, too. Yes, that helps. That's
1:07:23
that's cool. Yeah, we I like right now in between. I'm
1:07:25
going to go and tell you having a little bit of
1:07:27
income while I'm in between and kind of
1:07:29
talking to people about jobs. It's comforting to know that
1:07:31
this is there. It helps helps a lot. So we
1:07:33
really appreciate it. I've also had that thought about this
1:07:35
podcast. Thank you to everyone who keeps it going. Also,
1:07:38
also, you get to be on the discord.
1:07:40
And for example, when you're
1:07:43
trying to continuity tests and HDMI cable and want
1:07:45
to get some advice about a better way to
1:07:47
do that, that's a good place to ask questions
1:07:49
like that. Oh, it seems like you're ripped from
1:07:51
the headlines kind of example there,
1:07:53
Brad. Yeah. Guaranteed,
1:07:56
if it's if it's technical in nature, somebody is going to
1:07:58
have some idea about it there. I've
1:08:00
enjoyed the conversations about the last
1:08:02
patron episode where we talked about
1:08:05
vertical monitors and everybody's been sharing pictures
1:08:07
of their vertical monitors, their ultra-wide vertical monitors.
1:08:10
Oh no, I hadn't seen that. I'll
1:08:12
have to see that. And we also got
1:08:14
into the B-Links, B-Link versus how to wake
1:08:16
on LAN a B-Link and how to do
1:08:19
a remote start on a B-Link, which
1:08:21
I've been curious about because it's a situation of
1:08:25
concern to me. Does that thing have an
1:08:27
accessible BIOS or UEFI? UEFI?
1:08:29
It's a little thin, Brad. UEFI.
1:08:32
It's a bad... Who the hell thought... BIOS.
1:08:35
UEFI. BIOS. Listen
1:08:37
to that. Just listen to it. BIOS? UEFI.
1:08:40
BIOS. UEFI. UEFI?
1:08:44
UEFI. UEFI. UEFI. UEFI.
1:08:48
UEFI. I can't even say it three times. UEFI.
1:08:50
UEFI? UEFI. UEFI?
1:08:54
Say UEFI. BIOS. I'm just going to keep saying BIOS.
1:08:56
Thank you all so much for watching. We
1:08:59
really appreciate the support. And we especially appreciate our
1:09:01
executive producer tier patrons, including Paddle Creek Games,
1:09:03
makers of Fractured Veil, Andrew Slosky,
1:09:06
Jordan Lippett, Bunnyfiend, duh, Just Wedge,
1:09:08
Joel Krauska, Twinkle Twinkie, David Allen,
1:09:10
James Kammack, and Pantheon,
1:09:12
makers of the HS3 high-speed 3D printer. Thank you
1:09:15
all so much. We appreciate you. Yes, we do.
1:09:17
And with that, we will be back next week with
1:09:20
another edition of the TechPod. Thanks everybody for listening. We
1:09:22
hope you have a productive and lovely week. Bye.
1:09:25
Bye. Bye. Bye.
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