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DF Direct Weekly #98: PSVR2 Unboxed, Nintendo Direct Reaction, Metroid Prime Shadow Drop!

DF Direct Weekly #98: PSVR2 Unboxed, Nintendo Direct Reaction, Metroid Prime Shadow Drop!

Released Monday, 13th February 2023
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DF Direct Weekly #98: PSVR2 Unboxed, Nintendo Direct Reaction, Metroid Prime Shadow Drop!

DF Direct Weekly #98: PSVR2 Unboxed, Nintendo Direct Reaction, Metroid Prime Shadow Drop!

DF Direct Weekly #98: PSVR2 Unboxed, Nintendo Direct Reaction, Metroid Prime Shadow Drop!

DF Direct Weekly #98: PSVR2 Unboxed, Nintendo Direct Reaction, Metroid Prime Shadow Drop!

Monday, 13th February 2023
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0:02

Everyone welcome. Well, here we are

0:05

episode ninety eight of

0:07

DF direct week This is our weekly show where

0:09

we discuss the latest gaming and technology

0:11

news. And lots to

0:13

discuss this week. First of all, joining me Alex 98.

0:16

Hey there, Rich. I just wanna say the year of ninety

0:18

eight was a great year for video games. We had

0:20

98, we had half life. My

0:22

goodness. Nagorno Olympics, ninety

0:24

eight and then sixty four. Some real

0:27

classic titles. Yeah. Exactly.

0:31

John. John 98 is also joining us.

0:34

98 was also the year of middle gear solid. Right?

0:36

And Zelda figurine of time and all

0:38

that kind of

0:39

stuff. It was a good year. 98.

0:41

Although thinking about it, I did read an article

0:44

about how 98 classics,

0:47

you know, those radio stations that to

0:48

specialize on a single decade. 98

0:51

kind of not doing the nineties

0:53

because it just wasn't what wasn't great

0:56

to use it. was a decade of

0:58

alternative rock and whatever whatever that means.

1:01

People are still

1:02

debating. Yeah. But look, this is

1:04

indeed a gaming show, so let's talk about some

1:06

games. 98 news topic not

1:08

going to talk about games. We're going to talk about

1:10

hardware. And yes,

1:12

we're going to be covering PlayStation VR two. think

1:15

we've mentioned in the past that John Inamo going

1:17

to be in charge of the coverage there. And

1:20

we've got one of those multi tier

1:22

embargos that enables us to talk about

1:24

various things at various 98. And

1:27

John, I believe that the first

1:30

phase of the embargo is now up and you

1:32

can now reveal

1:35

98 is inside 98 box? Yes.

1:38

We have to I I already unboxed

1:40

it. Okay. We there's no

1:42

drama of, like, slowly opening the lid

1:44

and pulling things out because it's just

1:47

it's right here. So here it

1:48

is. So

1:50

98 to be clear, there's no real spoilers there that

1:53

we're avoiding. It's just a totally

1:55

undramatic experience of a device

1:57

that sits within a box and you have removed

1:59

the device.

2:01

So 98 Yes. I would

2:03

say actually,

2:05

the packaging experience is positive

2:08

in that it's extremely simple

2:10

compared to the original PSDR. I

2:12

mean, you remember, Rich, the original PSDR

2:15

had the that sort of the pass through

2:17

box, all the different cables with numbers

2:19

on them was associated with it. You run

2:21

all that stuff behind your TV. It

2:23

was not the

2:25

the best solution I would say. Plus, there

2:27

was the camera yinder wire. I mean, the whole

2:29

thing was just pretty messy. And even that, it didn't

2:31

include any 98 in the box or anything you need

2:34

to rely on on the move. Although,

2:36

I guess, they sold move bundles at some point.

2:39

98 this thing all it includes in the boxes,

2:42

you've got your headset, of course. 98

2:44

some headphones to go with it, which by the way, it's

2:46

just kinda neat here. So It

2:48

may be hard to see, but on the back, it just connects

2:50

with the you've got a little three and

2:52

a half mini jack right here. And

2:56

the headphones you can use any headphones, but the

2:58

ones included are just earbuds

3:00

and it just sort of like clicks in on

3:02

the one side 98 like that. 98

3:06

actually hard to do it from this angle because the wire's

3:08

in the way. So I say 98 like

3:10

that, but but okay,

3:13

there you go. Plug it in there. And then it has

3:15

this extra little, like, bracing point where

3:17

you just kinda plug it in there and then it's

3:20

connected. So that works pretty

3:21

well.

3:22

Okay. It also comes with the two controllers which

3:25

are here and

3:28

an extra USB cable for charging

3:30

and different sides for sizes for

3:32

the headphone earbuds, but that's it.

3:35

Right? There's nothing else to do it. It's literally just

3:37

that headset with one

3:39

long cable that you can plug into the front

3:41

of the PS5. And because it's USB

3:43

c, it almost kinda locks in place

3:46

really nicely. So it feels secure

3:49

the cable was very lengthy. And,

3:53

yeah, I mean, the 98, these

3:55

little 98 risk. I

3:57

mean, the so the controllers then the

4:00

controllers are interesting because they are it

4:02

is exactly as I expected. It's the oculus

4:04

touch controllers. Right? Like,

4:06

it has the same kind of dual

4:09

stick design with the, you know, a few

4:11

buttons on there. It has 98 grip

4:13

the grip buttons there. Plus the triggers.

4:16

It has the same capacitive 98 of

4:20

buttons here on top. You know,

4:22

so it's a really nice, but it feels

4:24

good. Right? Like, I loved oculus 98. I

4:26

always thought that was the way to go. I preferred

4:28

that to the five wands. And

4:31

the index knuckle controller things

4:33

are also 98, but I

4:36

don't

4:36

know. I just really like the simple circular design.

4:38

98 again very oculus, just larger.

4:41

Mhmm.

4:42

Actually, that that's one thing I noticed. When

4:44

you actually fumble around and

4:47

and need to pick up these controllers. Like, it's

4:49

just like, wait. Which side is which? Oh oh,

4:51

yeah. Oh, no. It's like this. And

4:53

it it feels weird to come in up 98 angle,

4:56

but other than that, it's very comfortable. They

4:58

each have a little USB charging port

5:00

right there, which is good.

5:03

USB c, if you

5:05

remember the the move controllers were for PS

5:07

three originally, so they had the old, like,

5:09

mini USB, was it? Like, the

5:12

the now defunct standard I

5:14

don't know. You what do you guys anything you wanna

5:16

know about the build quality or the feel

5:18

of the actual hard works? We can't show it running

5:20

or anything like

5:21

yeah, obvious. Well, I did look at the embargo

5:23

document and we were allowed to show the lights.

5:26

Well, I mean, this is this is

5:27

98. It's such trying

5:31

to to show the 98. There there's not

5:33

much to show there. Like, if you remember the

5:35

PSVR one had those big LEDs

5:38

on it -- Yep. -- the camera tracking. Right? This

5:40

doesn't have that because it has the inside

5:42

out tracking cameras like

5:44

the oculus. Right? So

5:47

I think there's like one power light somewhere

5:49

on here. And then the controllers

5:51

themselves have have, like, an embedded light

5:53

to let you know that they're on,

5:55

but there's not much. In terms of lighting

5:58

up. So I've got yeah. Go

6:00

ahead. I've got a question actually about the build quality

6:02

and how it feels on the head a little bit because

6:04

from my experience with

6:05

VR, there's sometimes been pressure on

6:07

your 98. No. It doesn't

6:10

work. No. It doesn't work with the 98

6:12

buzz. Dang it. It doesn't work like that. There's

6:14

a bit of pressure on the forehead as well as

6:16

maybe a sense like there's 98 on the front

6:18

of your head. So you're kind of do 98 a sense

6:20

that you have to tip down a little bit occasionally.

6:23

Yeah. So I 98 of weight. PSVR

6:26

one, I 98, was was it was a good design,

6:28

but I actually agree. It kinda felt like it was

6:30

squeezing my head a little bit too much and

6:32

I found it a little unpleasant. The

6:36

oculus rift s,

6:38

I thought was actually the most comfortable one

6:40

up that I've tested thus far. Like,

6:43

the 98 feels terrible, I think, because it's

6:45

very front heavy and and just there

6:47

are there are ways to mitigate that, but I never liked the

6:49

way the quest felt the

6:52

index was alright as well. I never

6:54

liked the vibe as much. This

6:56

one, I would say, it's it's very

6:58

similar to the oculus

7:00

rift s design where

7:03

it's it feels less, like, heavy

7:05

and 98 squeeze your head

7:08

to the same degree as some of the earlier

7:10

headsets. So I found it a lot more

7:12

comfortable to wear for longer

7:14

periods of time comparatively. As

7:16

PSVR would actually give me kind of

7:18

a headache after, you know, certain

7:20

sessions. Because just the way it

7:22

squeezes your forehead and the back of your head

7:24

here, So this is definitely

7:27

significantly more comfortable. Also,

7:29

these things here, these these black

7:31

98 blinders, you remember that on on the

7:33

original 98. They were they kinda

7:35

would fall off real easily and just felt

7:37

really not great. These, however,

7:40

are really nicely 98. And

7:42

more 98, but the main thing is that it completely

7:45

like darkens the space inside the headset.

7:47

So even if you're in a completely sunny room,

7:50

there's no like light leak. 98

7:52

just like you're putting this thing on and you're

7:54

going into that other space. And that that

7:56

really impressed me in terms of just I

7:59

didn't realize how much, like, blocking out

8:01

light would contribute to it because most

8:03

headsets have not done an amazing job

8:05

at 98. Some are definitely better than others, but I'm

8:07

happy that this is not like the original PSVR

8:10

in that regard. Mhmm. So

8:12

that's good. It has that same

8:14

sort of like tightening system on the back.

8:17

98 wise, you have the same sort of power

8:19

button here in the middle. I guess this

8:22

is a microphone here. And then this

8:24

button is key because that's what activates

8:26

the the cameras pass

8:28

through, you know, for for the pass through, which

8:30

was, you know, we saw 98 on ocular stuff

8:32

for a while, but that actually has a physical hardware

8:34

button for

8:35

that, which you can see right there. Are

8:38

you

8:38

wearing this? 98 say are you are you wearing

8:40

this with glasses when you put it on?

8:42

I'm wearing it do I have to Yeah. And

8:44

is that experience any different than from

8:46

other sets at all? Or do you have,

8:48

like 0II don't

8:49

know. I would

8:52

say it is comparable enough

8:54

to my experience with other

8:57

modern headsets where it's pretty comfortable.

9:01

You can feel a little bit of pressure

9:03

from wearing the

9:04

glasses. I actually have my old pair

9:06

of glasses that I use, which are all scratched up

9:08

anyway that I've been putting on for this just

9:10

so I can get the lenses right up to it without

9:13

worrying about -- 98.

9:14

-- damaging the lenses. Right? But

9:16

what I would really like is So

9:19

there's a services that allow you to

9:21

submit a prescription for your glasses and get

9:23

special glasses made. And I really

9:25

hope that somebody I'm sure they will. Does

9:27

this for PSVR2 two because I would

9:29

totally get that instead of wearing

9:31

the glasses. 98 you can actually pop

9:33

them out then. Blends is ever replaceable?

9:36

No. They they they click on top

9:38

line. Okay. So and that's that's how

9:40

it's been working on all the different headsets.

9:42

They use the lens 98 you just fixed to

9:44

the thing. And the way they're designed

9:46

in here, actually, it actually

9:48

seems like it should be fairly simple 98 connect

9:51

something to it. Okay. So it's not like a

9:53

flush

9:54

surface. Each lens sticks out. So

9:56

I'm eager for that there's not much more

9:59

we can say that's not related to

10:01

98 use of experience. 98 don't you

10:03

can't talk about the use of experience, which is

10:05

kind of ironic because if we'd actually

10:07

been invited to the previews, we'd we'd

10:09

already have quite a lot of knowledge to share

10:11

on the -- Yeah.

10:14

-- know, just based six stuff like, you know,

10:16

quality of the screen. I guess we just

10:18

have to wait for your 98 your review

10:20

on

10:20

that, John. But I'm really looking forward screen

10:23

discussion will be a huge part of that because

10:26

I think screens in I'm

10:28

not gonna say anything about this one yet. I will

10:30

just say that if you remember, especially

10:32

the original PSVR, it was not bad

10:35

for the time, but it had elevated

10:37

black levels 98 had this very grainy

10:40

98 appearance to it, especially in

10:42

dark areas. And, you know,

10:44

when you looked at a bright scene, it just kinda

10:46

had this, like, dual kind

10:50

of not not super intense look

10:52

to it. That was it was just kinda dull and grainy

10:54

as well. Right? And

10:56

most headsets can have 98, especially

10:59

early on. The

11:01

more obviously, the more pixels

11:03

you have, the better it is. So, like, the the rift

11:06

s for me was big step up. Valve

11:08

index was a big step up. That's looked really

11:10

nice and sharp. And

11:13

then, you know, FOV stuff as well.

11:15

Right? Like, the the PSVR

11:18

one had a pretty darn narrow FOV.

11:20

You really got that feeling you're looking through,

11:22

like, a a black hole. Right? Like,

11:24

a little shapariscope or

11:26

something. So that's

11:28

all stuff I 98 address when talking 98

11:30

this new headset is how it's changed from

11:32

that, and we'll get into all that. mean, the specs

11:34

are Yeah. 98 specs are out there and it's public

11:36

knowledge and I think it's

11:38

fair to say before we go into the

11:40

review period that in terms of the core

11:42

specification Sony has kind of hit

11:44

a home run, I think And

11:47

their question is whether the user experience is

11:49

98 live up to those specifications. But going

11:51

into

11:51

this, I'd say there's a lot of reasons to be positive.

11:54

Right? Yeah. I would say 98. The

11:56

specs are very good. So we'll

11:59

get we'll get to that soon. Mhmm. 98, yeah, I mean,

12:01

build

12:02

98. It's what you would hope for. Mhmm.

12:04

I would Fox

12:04

quality though, John. Remember the debacle

12:07

of the the how base station five

12:09

bus. How dare he? So

12:12

they took the exact same approach.

12:14

Right. Okay. Has 98 thing where, like, the outer

12:16

box is all connected so that

12:18

the flaps lift up and everything, it

12:20

seems like it would be very easy to tell. The

12:22

difference here though is that the

12:25

lid the internal box lid

12:27

can open up without having to remove

12:29

the outer

12:29

layer. So it's like opening

12:31

a little, like, treasure chest kind of

12:33

thing. Okay. And then all the hardware's just sitting

12:35

in there. Get your little accessories

12:37

box. It's all covered in that kind of, like,

12:40

I don't know that that soft

12:43

packaging material to prevent damage

12:45

in transit. Yeah.

12:47

So so it's simple stuff. I will

12:49

say The best way I would describe the packaging

12:52

for this product is sustainable. Okay.

12:55

98. That's helpful. If you know what I mean. I think

12:57

they don't use the materials

12:59

that you use and everything, it feels very recyclable.

13:02

So

13:03

Yeah. 98 that as well. Okay.

13:06

Fair enough. I think that's all we can actually

13:09

say about Playstation VR two in in the

13:11

here and

13:11

now. Yeah. I said it. 98

13:14

in the here I don't think it's too long to wait until

13:16

we actually get some of use there. And

13:18

I think we can talk about the stuff we want

13:20

to do, which would be obviously hardware

13:22

review. And secondly,

13:26

possibly stand alone content

13:28

for key titles like Horizon 98

13:31

Mountain and 98. Anything

13:33

else that sort of catches our eye in that

13:35

in that review period and

13:37

games that we actually receive are going

13:39

to be 98 to see. I mean, don't know whether resident

13:42

evil village is is due to

13:44

get an update

13:45

soon. I think

13:47

they say it's supposed to be

13:49

at launch or something. So I guess we'll

13:51

find out. This this several

13:54

games that are getting free updates. Okay.

13:57

There's Tetris effect, res,

14:00

98, 98 seven, obviously,

14:02

Resideo eight. And there was a few others as well.

14:05

So there's at least, like, eight or nine games

14:07

I think in there that

14:09

do have updates. So good

14:12

stuff. Well, it all looks

14:14

very promising, quite exciting. And

14:16

I guess We'll just keep

14:18

you posted on what we can discuss

14:20

and when. 98, yeah, obviously, we're gonna be going big

14:22

on it in the review period. But

14:24

let's move on to the next news topic. So

14:27

we're going to be talking about the latest Nintendo

14:29

Direct announcement.

14:32

I think it was earlier in the week, the Direct followed

14:34

soon after. And I'd say it was

14:36

a really positive showing. I mean, obviously,

14:38

there's I don't know whether we can call

14:40

it jitters, but obviously, we're reaching

14:42

the end of the Nintendo Switch's 98

14:45

at the moment. There's the feeling

14:47

based a lot on third party titles

14:49

that the system is literally running

14:52

out of steam, literally running out of hardware

14:55

98 to be able to power some of the latest

14:57

games. But ultimately, this

14:59

direct from my perspective seemed to

15:01

basically just double down on the system

15:04

strengths, which is to say games

15:06

that are crafted for the hardware, Nintendo

15:09

first party, leveraging

15:11

the existing library with Well,

15:14

there 98 was AAA very large

15:16

amount of downloadable content marketing

15:18

within that. And secondly, the just

15:20

presentation of the of the 98 itself,

15:23

which I'd say 98 highly

15:25

curated and actually provided

15:27

context to the imagery

15:30

very little in the way of just random stuff

15:32

bombarding you. Although 98 did happen

15:34

towards the end. Where

15:37

do we wanna start with this? guess we can

15:39

we can talk about a couple of

15:41

the big things separately, which

15:43

is to say the 98 prime shadow

15:46

drop and also the

15:48

Zelda 98 of the kingdom. Trailer

15:50

towards the end. But let's start at the beginning. Pickman

15:52

four, we 98 a release state for it.

15:54

We know it's when it's coming, which is great news.

15:57

Game itself looked fantastic, but certainly,

16:00

of the switch ear. Alright, John? I mean,

16:02

it looks like Pikmin. Yeah. I I need

16:04

to go back to Pikmin three and compare,

16:06

but it reminded me of that sort of visual

16:09

style, which is 98 a bad thing

16:11

98 they make good use of the 98, beautifully

16:14

rendered like small scale

16:16

objects. I assume there's

16:18

gonna be fantastic food rendering

16:20

in this again because that's that's

16:22

a specialty of the picking team. It's

16:25

just interesting to see this at last because

16:27

I feel like Nintendo and Mia Moto

16:29

himself has

16:30

been, like, mentioning Pikman four for,

16:32

like, I don't know, eight years or something.

16:35

Yeah. 98

16:36

it's interesting that it's finally appearing at

16:38

the end of the switch life cycle. So,

16:41

I

16:41

mean, I don't know. What do you what do you guys think

16:43

of the the visual presentation on that I

16:46

was actually a bit surprised to see a usage of

16:48

screen space reflections on the water and

16:50

the one scene that they had in the game.

16:52

That surprised me little bit because I

16:54

don't know. Squarespace reflections are seen at times

16:56

on switch

16:57

titles, but not always, sometimes they

16:59

go back further into,

17:02

like, older techniques like, planar 98 and

17:04

stuff like that. I think that would have been more

17:06

fitting here. Right? Because,

17:07

like, the camera's usually from pointing

17:10

downward. Right? So what's in

17:12

screen space is not gonna be a

17:14

lot in many cases. So

17:16

we'll we'll see how it fares out when the title and

17:18

how much camera 98 there ends up being.

17:21

Because, you know, in a 98 title, it's pretty directed

17:23

with the camera at times. I

17:26

I was excited to see this game. I really liked the pigment

17:28

series a 98. I guess

17:30

98 one thing that I did notice 98 Rich and I were

17:32

talking about before this direct started were was

17:35

I think the rendering of, like, the geometry

17:37

is pretty like, the geometry density is

17:39

pretty high. Yeah. Because you have to get it pretty

17:41

close. But it was texture resolution that

17:44

at times seemed like 98 was not like

17:47

98 didn't live up to the how close camera

17:49

could get to the things 98 time. And I was

17:52

wondering when the switch 98 does

17:54

come out 98. What type of upgrades we

17:57

can look forward to seeing it in games

17:59

at all, presuming that it is backwards

18:01

compatible and it runs Switch one titles.

18:03

If we're gonna see, like, patches like

18:05

we saw, on the Xbox side

18:08

of things that would, like, increase

18:10

resolution performance and even sometimes asset

18:12

quality. For because, you know, like, not every

18:14

game textures are authored

18:17

at the the smaller spec

18:19

to fit on the device. Sometimes they're authored much

18:21

higher resolution. So I'm curious to

18:23

see what this game could look like potentially

18:25

on Switch two as well as the frame

18:28

rate, which the trailer looked to be thirty

18:30

FPS to my eye. And I'm curious

18:32

that's another thing like a Switch two could

18:33

do, we'd see a sixty FPS conversion of

18:35

this, which obviously would benefit the game immensely.

18:38

So Mhmm. I think, you know, these games

18:40

have always gorgeous 98 the pigment

18:42

titles. They've always had a very distinct look.

18:45

They've always had Nintendo's eye for

18:47

tailoring the experience

18:49

to the hardware capabilities of the

18:51

device. I think in terms of the the textures

18:54

though, it was a kind of 98 of

18:56

a mix bag almost

18:57

98- Mhmm. -- where some stuff looked

18:59

highly detailed and other stuff didn't. And

19:02

that's the kind of inconsistency that

19:04

doesn't really that that stuff

19:06

98 out. Yeah. Very

19:08

curious as to whether Nintendo will adopt

19:10

a strategy of actually deploying upgrades

19:13

for existing games. I

19:16

think it's probably a really good idea,

19:18

right, certainly in terms of driving adoption

19:20

of a new machine, and in terms

19:22

of providing a good reason

19:25

to upgrade an existing system

19:28

with a new one because your existing library

19:30

may be able to benefit from

19:32

those upgrades quite substantially, especially

19:35

in docs play, I would

19:37

suggest. So, yeah,

19:39

I mean, I've got too much more to say about that. One

19:41

thing I will say about a lot of

19:43

the stuff that was in this is

19:46

that it's 98 is still a certain

19:48

degree, and I think it's actually a really good

19:50

thing of the game remains on enigma

19:52

to a certain extent. And

19:55

you you do get us as a degree

19:57

of guided VO,

20:00

which tells you what they're actually showing you in this

20:02

98, but what they're actually showing you is just a

20:05

teaser, a hint, really. And there's

20:07

still a huge amount we really know about Pickman.

20:10

But, you know, there's a there's a dog in it.

20:12

There's a dog in it. And it's like 98 around with

20:14

you. Exactly. Me if I'm wrong, but it was they

20:17

were

20:17

saying, hey, there's a dog in it. Stay tuned for

20:19

more information. That's

20:22

a very intentional.

20:23

Yeah. Which I thought

20:26

was fantastic. Let's move on.

20:28

The next title that caught my eye was,

20:31

Samba Amigo, 98 classic.

20:34

It actually made there was a there was a phase

20:36

where Miracas were

20:39

perfectly viable, peripheral up, great

20:41

for your console. Yeah.

20:44

Which hasn't been to the point where you

20:46

can actually get Chinese knock

20:47

off, Baracca, peripherals for

20:50

your 98. Yeah.

20:52

Which other It was another early example

20:54

of Sega releasing something ahead

20:56

of curve with motion controls. Mhmm. Wow.

20:58

98 now. So which actually

21:01

makes it a good fit for the for the switch.

21:03

And and the Joy Cons really

21:05

because they stand in as as

21:08

Moracas on this one. Exactly.

21:10

That's pretty cool.

21:12

But yeah, it's nice to see another

21:14

sake, a classic return. 98

21:18

looks cool. The color scheme

21:20

is 98. You know, it's sort of more of that cyan

21:22

magenta look rather than the

21:25

the bright primaries of the

21:26

original. Yeah.

21:27

So that's like a Dreamcast staple though, 98

21:29

primary color. Yeah. So I'm a little surprised with

21:32

this with the 98, but I guess, you know, it's

21:34

a new game, so they wanted to go for a new

21:36

style. That's cool. Happy and Smack.

21:39

And something else that caught your eye,

21:41

John, ghost 98. I mean,

21:43

just it's cool that that has become

21:45

available again or will

21:47

be that was a classic sort of adventure

21:51

puzzle game on the Nintendo DF. Okay.

21:54

It's

21:54

been it's been locked 98 the DS.

21:56

And based on the visuals they showed here,

21:58

it looks extremely

21:59

sharp. So it's not just like a, you

22:02

know, slapping the original game back in

22:04

onto the switch. It looks like a a new

22:06

project that's been reworked. For

22:08

a lot of these games that come over from the DS, it's always

22:10

a question of what do you do with the second screen?

22:13

And I imagine here

22:18

motion 98, like

22:20

-- Mhmm. -- to a certain degree. And also, like,

22:22

the UI maybe being contextual at that point

22:24

in time.

22:24

I think they'll just change the UI around -- Yeah. --

22:26

to

22:26

make it work without the stylus.

22:30

Mhmm. And another title which

22:32

really stood out, Disney Allusion Island,

22:35

just for the the art style really, looked

22:37

quite fantastic, I thought. Yeah.

22:40

I I don't know what more to say about that, but

22:42

it's it looks really clean and

22:44

nice. Mhmm. hope it's good.

22:48

I hope it's also not a unity

22:50

title with a fifty 98 bug in it or something

22:53

like that. Well, I think I'm horrified by because

22:55

the 98 footage

22:56

shows, you know, like, they use the

22:58

decimated animation on purpose

23:00

here -- Yeah.

23:00

-- to make it

23:01

look like an animated show, but what if the

23:03

camera is also decimated animation or something

23:05

like that?

23:06

That's the only thing that's fine in the trailer.

23:08

Yeah. I'd

23:08

say. 98 hopefully, it's

23:10

hopefully that. Yeah. Kirby's

23:12

return to Dreamland made an 98, and you're

23:14

you're kind of excited by this one. Right, John?

23:17

Yeah. I do I do actually enjoy

23:19

those games and The original on

23:21

We was a really nice return to form sort

23:23

of referencing the classics. Those

23:26

are really good games that just kind of

23:28

it's it's fun for everyone, I

23:30

think, and just,

23:32

you know, beautiful design and some

23:35

weird post apocalyptic themes, of

23:37

course, as always. It's kinda weird.

23:39

That was that's that was when they

23:42

that was originally on the we, and it was

23:45

kind of like after a dark period

23:47

of Kirby's history where there wasn't many

23:49

great Kirby games. I mean, I guess,

23:51

more great traditional ones because there was stuff

23:54

like the Canvas

23:55

curse, 98, yeah, this was a return to form.

23:57

Mhmm. So that's cool. And

23:59

before we talk about a couple of the heavy 98 is

24:01

that that's were shown

24:03

or dropped in the case of Metroid. There

24:07

was the announcement that Game Boy and

24:09

Game Boy advanced titles are coming to

24:11

Nintendo online 98 of bolstering

24:14

the back catalog of legacy games

24:16

there. And Again,

24:19

I was was actually quite excited by

24:21

that to actually see Tetris again

24:23

after so many years. The

24:25

original, the OG And

24:28

the concept I mean, the thing about these games

24:30

is that they never really work

24:32

when you play them

24:35

in a kind of living room environment. But

24:38

-- Oh. -- on the super game boy.

24:40

Yeah. It's better there. It

24:41

worked pretty well. That's, like, on CRT and

24:44

all those things, you know, it's kinda didn't feel.

24:46

Yeah.

24:46

just think, you know, handheld games on a handheld,

24:49

you know, classic handheld games on a great

24:51

handheld.

24:52

98 can go wrong. Hopefully, the emulator

24:55

is decent, I guess.

24:56

Yeah. It seems

24:56

solid, and they have dark matrix simulation

24:59

there. Yeah. I saw that as well too.

25:02

I guess, I'm just happy that these games aren't

25:04

just unlocked like, locked away in the Nintendo

25:06

vault for an eternity again. And

25:09

the one thing I would really like to see though since they

25:11

are on the NSO is that this

25:13

carries over to the next switch device. Like,

25:15

I would really love 98 see all of those.

25:17

Sorry. I just maxed my microphone

25:20

here. I I would 98 love to see all of those

25:22

games that you have attached to an account on

25:24

a Nintendo 98. Much like we see on

25:26

Xbox and some, yeah, obviously, the

25:28

Playstation stuff too. Backwards

25:30

compatible on the next device as well because

25:32

presuming it's a handheld console again,

25:35

like it should be. You would definitely

25:37

wanna have that huge catalog of games

25:39

available day one.

25:40

Mhmm. Well, that's the big the big

25:42

topic for the next machine. Right? Because

25:44

Nintendo has provided a

25:47

good degree of backwards compatibility on

25:49

past devices 98 the switch

25:51

was a 98, you

25:54

know, kind of change,

25:56

you know, a a 98 in how they

25:59

make consoles. And

26:01

they weren't able to do that, but they are actually,

26:03

you know, slowly getting their via emulation.

26:07

So yeah. I mean, 98

26:09

they actually do on the next generation console,

26:11

I think, is going to be the the

26:14

kind of litmus test really for Nintendo

26:16

going forward. I think the concept of having a library

26:18

of games that stays with you

26:20

from generation to generation has now been

26:23

98, has now been established as

26:25

a as a good thing. And,

26:27

you know, as we were talking about earlier with

26:30

with Pickman, there is the way they're forward

26:32

there to actually enhance existing titles

26:34

and and renew them for new hardware

26:37

I think has, again, been a concept that's

26:39

been proven out by the competition. So,

26:42

yeah, hopefully, that will be the way forwards

26:44

there. 98 talk about the legend

26:46

of Zelda, 98 of the Kingdom. We 98 another

26:48

two and a half minute trailer

26:50

there. Again, you know, just snippets of action,

26:52

quite enigmatic does look

26:54

fantastic. John,

26:57

thoughts on this trailer? Yeah.

27:00

That's that's an interesting one. 98

27:03

looks I mean, it

27:06

looks like it's kind of like 98 some

27:08

ground, but it looks pretty good visually,

27:10

and I like the stuff in the sky. So,

27:13

I mean, it's I wonder

27:15

if this is gonna be a, you know, 98,

27:17

but if this is gonna be kind

27:19

of a Maisons mask situation, where

27:23

it's perhaps underappreciated initially.

27:26

You know what I

27:27

mean? Because they 98 usually do these

27:29

sort of follow-up games in this way. And

27:31

this is a sort of interesting point, right, because

27:34

there's always a kind of seismic shift

27:36

in presentation or gain ray moving

27:39

from generation to generation from game to

27:41

game. And this is, you know, unashamedly

27:43

a sequel to breath of the wild.

27:45

Exactly. So there's majora's mask,

27:47

of course, and there's the two that Oracle

27:49

of ages and Oracle seasons on Game Boy

27:51

as well that were kind of a follow-up to

27:54

a link's awakening. And all

27:56

of those games have had issues with the initial

27:58

perception because, you know, it just felt like

28:00

more of the same. I mean, there's a lot

28:02

of new stuff here, but I'll be curious to see

28:04

if this has the same impact considering

28:07

that it is sort of just following up with what

28:09

breath of the wild achieved. And that

28:11

game was radically different for the series.

28:14

98 there was still a lot of room for improvement,

28:16

and I'm hoping they can actually figure that out.

28:19

I will say though, looking at the

28:22

world map has a lot of floating geometry.

28:24

It has rail grinding. It's

28:26

pretty much like sonic

28:29

98. But then you had, like, the weird

28:31

buildable vehicles. And it's also

28:33

got a little bit of that ratchet and not

28:35

ratchet band

28:36

joe, nuts and bolts

28:37

in it from

28:38

Xbox three 98, So I don't

28:40

know. It's like banjo 98, basically.

28:44

Banjo 98.

28:46

I I interested in the fact that, like, as

28:48

John said, it's direct continuation. I've read that

28:50

it uses a similar road map. And we

28:52

the one that's one of those fun things for digital

28:55

foundry is you're going to be able to look at

28:57

the the differences 98 the

28:59

exact maybe same area of the road map

29:01

and see what technologically is different now

29:04

this time or even artistically because,

29:06

you know, maybe there's a little bit changes there

29:09

98 as well. One

29:11

thing I did notice and we're still kinda

29:13

chasing it little bit is that the

29:15

initial we talked back in the day when we

29:17

said this game is too big for

29:19

Switch. We did

29:20

definitely said, which we definitely said

29:22

too big for Switch. It's too big for Switch.

29:26

That the initial trailer did in

29:28

certain aspects look a bit a bit more

29:30

pristine or flawless than what we're seeing

29:32

most 98. Then it may just

29:34

be down to image quality and or the

29:36

things that they chose present in that initial trailer

29:39

versus what we're seeing now, which is more like unfettered

29:42

gameplay feed more so. Like, we're actually

29:44

seeing like the gameplay camera and not just cinematic camera

29:47

stuff. So that can definitely affect

29:49

the appearance of the game as, you know,

29:51

like, watchdog 98 controversy show

29:53

over time, things like that. So I'm curious

29:56

to see once again how this

29:58

will straddle the generation like I was with

30:00

Pikmin because thirty FPS

30:02

target I imagine it's gonna very similar

30:04

in terms of, like, resolution stuff that we saw

30:06

with the last game. But I'm curious,

30:09

like, based upon the way this game

30:11

emulates so well in

30:13

whatever form where you play 98, and

30:16

it does scale really well to sixty FPS.

30:18

I'm curious to see if this is another thing that Switch

30:20

could do switch 98 can do because

30:24

I don't know. Sixty FPS is always just 98 a really

30:26

pride way to play game in comparison to thirty.

30:28

So it's really I wanna see what they do when

30:30

they cross the generation here to the next switch

30:32

with this game.

30:33

Mhmm. Yeah. I guess the other

30:35

the other thing which we should talk about is that we're all

30:38

for disclosure and transparency in

30:40

98 marketing materials. And we've

30:42

never really questioned Nintendo

30:44

Direct before because, you know, it's,

30:46

you know, ultimate Which

30:49

98 a switch capture. But we

30:51

have had the situation where there's still some question

30:53

marks over that switch 98 for

30:56

tiers of the kingdom, which we saw this whole ban

30:58

by the region. And then, of course, there's the ban at a

31:00

three situation where everything looks a lot better

31:02

and ran at sixty. Right? Yeah. That

31:05

was -- So, you know, 98 that. -- you

31:07

know, I think, let's give Nintendo

31:09

the benefit of the doubt. But, you know,

31:11

if you aren't showing Switch, disclose

31:13

that you're not showing switch, please. I think 98,

31:15

you know, rather than having the blanket disclosures

31:18

that we have on 98. I think,

31:20

you know, that they've they've established trust there

31:22

is, you know, this is ultimately gonna be

31:24

switch 98. But if you're not showing switch,

31:27

then please let us know. I think

31:29

it's only only fair.

31:32

One topic which I do think we should be

31:34

discussing is that the, you know, the price points

31:37

for tiers of the Kingdom have now been established

31:40

And, yeah, we're looking at a seventy

31:42

dollar game. And I

31:45

guess 98 was inevitable. I mean, this is

31:47

a at least a six year development. Right?

31:50

Huge staff, I'd imagine. The

31:53

satellite studios, I mean, it was an 98 soft

31:55

typically get involved as well. So

31:58

No. Yeah. Yeah. So I think there

32:00

is there are justifications for

32:02

charging seventy dollars for the game. I

32:05

guess my question is, this

32:07

thing is going to sell untold millions anyway.

32:10

So did they need to

32:12

put up advice to seventy dollars? So,

32:15

you know, it's all about the

32:17

platform margin

32:18

again, which comes up time and time again when

32:20

we talk about these price increases. John,

32:23

what do you make of this being the first seventy

32:25

dollar game for Switch, assuming that it is?

32:27

It's it is a little bit of a strange

32:29

move to do this at the end

32:32

of a generation 98 feels like, which

32:34

isn't what I think makes it feel off putting to

32:36

people. But, you know, production

32:39

98 being what they are. I can kinda see how it would happen.

32:42

I think the the big difference here

32:44

though is with the other platform holders, if you have

32:46

a seventy dollar game at launch, 98, you

32:49

can usually find that deeply

32:51

98, not too far after

32:52

launch. And, you know, if you wait even longer

32:55

than that, you'll find it like you know, in

32:57

ten, twenty bucks easily. That

33:00

98 not that does not happen with Nintendo

33:02

games. They don't they do not have price

33:04

drops like that. So this

33:06

is definitely gonna be one of those cases where you

33:08

can't just say, well, I'm just gonna wait for a sale. So because

33:11

you're probably not gonna get as much of

33:13

a sale maybe years later, but

33:16

So in that sense, it kinda feels like 98 just

33:20

they know people want it and, you

33:22

know, I don't know. It's just 98 makes

33:24

me wonder though, like, how the strategy is

33:26

gonna play out because as

33:28

I mentioned before, it does have that weird

33:31

sequelitis thing going on where similar

33:33

to Mazor, which is beloved now. But

33:35

if you combine that with this higher

33:37

price point, I could see them getting some backlash

33:40

for this

33:40

game. If

33:41

people don't feel it lives up to the

33:44

to the prior game for instance or it's too

33:46

similar, which we don't know if it is or not,

33:49

they might take more of an issue with

33:51

the price. Right? So we'll see.

33:54

I mean, that is the sense. Certainly, there's been

33:56

feedback from investors that 98

34:00

kind of too late to the party with a next

34:02

generation system. Oh, yeah. Does

34:04

look I do strongly believe at this

34:06

point that we probably will see some

34:09

trailer announcement towards the

34:11

end of the year similar to what we saw with the original

34:13

switch and and then

34:15

we won't see anything until early into

34:17

twenty twenty four. Oh my

34:20

god. 98 are in mind 98

34:22

year. With

34:26

regards to the price, I think I mean,

34:28

general inflation, it's a little bit fine

34:30

that prices go for a lot of things. But this

34:32

is once again 98 is the sole

34:35

person or so so entity selling

34:37

this game in, like, a typical manner. Like, they have

34:39

the control completely over

34:42

where it's coming. It's not like, you know, like 98 CDQ

34:45

reselling and things like that. So

34:47

it is like like John

34:48

said, you're not gonna get steep steep

34:51

discounts on this game, most likely for a long

34:53

time. 98 I look at other

34:55

games, like 98 two

34:57

weeks ago when ForceSpoken came

35:00

out and it's like seventy nine

35:02

98 nine euros on

35:04

98, that game. And

35:07

then this game, which is probably gonna be it's

35:09

gonna have Nintendo quality all written all

35:11

over 98. Like, 98

35:13

it's fine. And if it's anything like 98

35:16

one, it's got, like, so many

35:18

hours of gameplay in it and just random

35:20

sandbox stuff you can do to have fun.

35:23

So I don't feel so I'm

35:25

not so negative about it actually in the

35:27

98. I

35:27

mean, not a

35:28

specific game. It's 98 would her be something. I wouldn't

35:30

necessarily tie quality to sandbox

35:33

stuff and -- Oh. -- things

35:35

to do. Well, yeah. There's all 98

35:37

have been a negative way.

35:39

Together. Right?

35:39

Yeah. But, you know, in this game, it seems like it's very

35:42

tied into the game. Exactly.

35:43

98 pretty cool halo would be the greatest game

35:45

ever if that were yours. That's a hundred

35:47

and fifty year old game in my book, Jack.

35:50

Yeah, of course.

35:53

Yeah, I mean, the pricing situation is

35:57

more dire for you guys in in

35:59

the eurozone because these

36:01

are foreign exchange rates

36:03

are hammering you, plus you have the VAT

36:05

added on on top. Actually,

36:07

as a as a result, it's kind of

36:09

like cheaper just to import the game

36:12

for me. Use my US

36:14

use my US account in US dollars.

36:16

And just have it shipped here. And

36:18

if you add up the cost between buying it locally

36:21

and buying it from the US via Amazon,

36:23

it's usually the same or cheap 98

36:25

to get the US version. And

36:28

then you get the US version. So without the giant

36:30

USK badge, which feels like they

36:32

said they should be

36:33

giving us a discount in Germany for

36:36

98

36:37

size of the US cap. Yeah.

36:40

Yeah. That that should be an ugly vacation

36:43

98 exactly. Not not in

36:45

packaged games, 98 that's

36:47

that's 98. It really is hideous. Okay.

36:51

Let's talk about the final part of the direct,

36:55

not chronologically. That was Zelda. 98

36:58

in terms of our coverage, if Met 98 Prime

37:00

has had a remaster. It was

37:02

released directly after the 98. And

37:06

Metro Studios handled it, and it's

37:08

there are arguments that it's actually much more

37:10

than a remaster because it's absolutely

37:12

spectacular. Yeah. That's the thing. And

37:14

based on the credits, it does seem like it's retro

37:17

studios, and people from iron galaxy

37:19

helped out as well, interestingly. Wow.

37:22

But apparently, this this is based

37:24

on you know, the same

37:27

Richard 98 internal engine. What

37:29

was it called? Rude, RUDEI

37:32

think, and it's an actual 98.

37:34

Like, this is not emulation. Like, if you look

37:36

at a Skyward sword, for instance, that was

37:38

just that was based on emulation.

37:41

Right? This is not. This is this is

37:43

a recreation of that original game of

37:45

proper 98. And, man,

37:47

they did a ton of work to it. I actually

37:50

don't I don't like that they call it

37:52

remastered because it's it's a lot more than

37:54

that because usually remastered implies

37:56

98 like, well, these are the same graphics. We're just rendering

37:59

them at a higher resolution and frame 98. And

38:02

that's but this time, it's like, no. This

38:04

is this is pretty much a full on remake

38:06

at the level of something like demon souls

38:08

and PS5. Right? Where it's the same fundamental

38:11

game, but all the visuals

38:13

have been massively upgraded and changed.

38:16

Versus dead space, which is a different kind

38:18

of thing. That is a proper remake because the

38:20

game itself is completely rebuilt

38:22

and has a ton changes to it. Right?

38:25

This is the same base game, but it's just

38:27

with much more advanced visuals. And

38:30

they also have a lot of control options

38:32

as well. Including a

38:34

a dual stick mode that plays more like

38:36

a modern game, but still allows you to use the lock

38:38

on, which feels really good. There's a pointer

38:41

based mode, like the We 98 and

38:44

Metroid Prime three, and then there's the more traditional

38:46

style as well. So it's

38:49

it's an impressive of kind of

38:51

remake. I'm gonna call it Metroid Prime

38:53

remake, actually, because I feel

38:55

like that it deserves that

38:57

legal. There's

38:59

a John Carpenter put out on Twitter that you

39:01

can call these type of titles refurbishments refurbishments

39:03

98 -- New. -- refurbishments. 98-

39:05

to new r e word to put

39:07

it in there. I always called them really visual

39:10

remakes because it's the you

39:11

know, they remade

39:12

the visuals, but everything else is the same. Like,

39:15

98 loo part one is in there as well.

39:17

Is that

39:18

I like these refurbishments. It's a it's

39:20

a good far bigger wins

39:22

again. Thank you, John. I

39:24

was 98 say, the one thing that actually remind me of the

39:26

one thing that it reminds me of technological from

39:29

all the screenshots I've

39:29

seen, it reminds me a lot of Halo

39:32

four. I don't know if that has

39:34

picked up

39:34

on your I wasn't sure.

39:36

98 just like an extreme, like, like,

39:39

the the color tones a little bit and also then

39:41

98, like, halo four was really known in comparison

39:43

to halo three or reach for

39:46

doing a lot more baking of it sliding. And that's

39:48

one thing I noticed that is rapidly, like,

39:50

98 not rapidly. So dramatically changed

39:53

the the looks in certain areas like I saw

39:55

inside like the ship or like the snow levels

39:57

and things like 98. Just the amount of

39:59

98 the effect that lighting has now

40:02

in game is way

40:02

different. And it kinda reminds me of four as well.

40:04

And there was always a little bit of a Metroid

40:06

prime ish flare to halo four,

40:09

I thought. Something about, you

40:10

know, the architecture they built, specifically

40:13

with the what what was their

40:15

name? The

40:16

Oh, the forerunner's or the

40:19

the energy weapon guys, you know.

40:21

I

40:21

I forget. That's that's how much of 98. They're like

40:23

forerunner that's how much of it 98 on those

40:26

characters made on I guess. Yeah.

40:31

98 does have a it does resemble it in some

40:33

degrees, so that's that's interesting. Mhmm.

40:35

Yeah. 98 just reading the tweet

40:38

from Oatmeal Dome who's previously dug

40:40

deep into switch titles

40:43

and kind of unearth the origins of

40:45

emulation versus new

40:47

engines and whatnot. I mean, he's basically saying

40:50

that it looks to be the original Metroid

40:52

prime code base ported

40:54

to the latest version of their proprietary

40:57

game engine, which seems

40:59

to have been an ongoing endeavor

41:02

since the original 98 Prime. So,

41:04

you know, I guess the implication there,

41:06

the the speculation almost

41:09

is that maybe we're getting preview of the

41:11

new features of the new engine

41:13

or the latest iteration of the engine

41:16

as seen through the lens of the original game,

41:18

which I think is is an interesting outlook,

41:21

and I'm really looking forward to seeing what

41:23

the next the next game is all about.

41:25

98 in the meantime, 98 gonna be taking a

41:27

look at this one. I know you're -- That's what I was. -- you're

41:29

gutted for the

41:30

year. That 98 that

41:32

this dropped ten percent period as

41:34

PSVR two because this is one of your favorite

41:36

games that is. Yep. But I'm I'm

41:38

that's that's why it's good to have more

41:41

people working with us now and Oliver will do an

41:43

awesome

41:43

job. So 98 in good hands.

41:46

Yeah. Okay. Good stuff. Okay.

41:49

Let's tackle the final news topic of

41:51

this direct and it's all about

41:53

Hogwarts' legacy. And

41:55

I'm 98 kick off with two questions from

41:57

supporters here. This first

41:59

one from Christopher 98. Apologies

42:02

if the pronunciation is incorrect there.

42:05

But the question, hygiene. With the very

42:07

98, critical response for Hogwarts

42:10

and the very LGBTQ 98 awareness

42:13

within the game, including a trans character

42:15

and many other small 98, Do

42:17

you feel more comfortable in covering

42:20

this game? I would love to see

42:22

this game being covered by d f in some way, also

42:24

because I feel the development team really tried

42:26

to do something special and could use

42:28

your feedback. And there was a response

42:30

to this question from CTG eight

42:33

sixty seven. I would like

42:35

to respectfully disagree with

42:37

this individual. It would be my

42:39

preference for DF to spend

42:41

time and effort covering a game that

42:44

is going to directly enrich such

42:46

an openly hateful person. There's

42:48

so much great stuff that I would rather see covered,

42:51

Dead Space PC. Met Floyd

42:53

Prime 98, Return on PC. I mean,

42:55

he's got a big bunch of games here, and he is

42:57

indeed a pretty busy time. Those

42:59

other titles, wild hearts, 98 heart

43:02

lack of recognition. Company of

43:04

yours, three Kirby's were turned to dream

43:06

what? Dreamland. Woe long. And,

43:09

yeah, of course, there's the PSVR two launch

43:11

at our. So yeah.

43:15

Go 98 this one, but I'll start straight

43:17

off by saying that the state of the discourse

43:20

surrounding this game, especially on

43:22

social media, is super

43:24

98, and I'm just not gonna engage

43:26

with any of that right now. And

43:29

as things stand, difficult to cover

43:31

the game when we haven't actually been

43:33

sent it. We don't have Hogwarts'

43:36

legacy. Warner Brothers

43:38

have contacted them. They say that our

43:40

supply code to us on

43:42

launch day, which is today.

43:45

This is the day that we're filming this particular

43:47

DF 98. And the reason they're

43:49

not supplying the code is that

43:52

there's gonna be a day one patch

43:54

that they want factored into any coverage

43:56

we do. Which is nothing

43:59

new. Right? So the question then

44:01

becomes, does 98 cover

44:03

this game? And 98 these two

44:06

98 questions are demonstrating is that there's

44:08

no one course of action

44:11

that's gonna make everybody happy.

44:14

And with the toxicity surrounding

44:17

the game, and our own personal

44:19

views on the franchise creator,

44:21

we've chosen not to talk about it. In

44:23

the run up to launch. But

44:26

it's out now though. And, ultimately, our

44:28

job is to comment and

44:31

critique on game technology performance

44:33

and presentation in

44:35

a way that's useful to our audience. So

44:38

when we get the game, we'll assess

44:41

it and figure out how we 98 to cover

44:43

it. When we've actually

44:45

seen it, of course. Does

44:47

covering the game actually mean that we're

44:49

endorsing the creator in any way. I mean,

44:52

that's fairly obvious. No.

44:54

But at the same time, As

44:56

a journalist, I'm not on board with

44:59

the idea that a critic

45:01

of a game is an

45:03

advert or an endorsement for a game.

45:06

And therefore, we shouldn't cover it at all.

45:08

That that doesn't seem right to me.

45:10

That's not what editorial is 98, and

45:13

it's not the reason why we do,

45:15

what we do. What I will say

45:17

though in response to CTG

45:19

867, he's got this big list of games

45:21

here, great games that he wants to see

45:23

covered, and we want to see them covered as well.

45:25

So there's not gonna be an either war scenario

45:28

here. All of those titles,

45:30

if we feel 98 worth coverage, are gonna

45:32

get them. So that's where we stand on

45:34

that right now. And I guess

45:37

that's where we're gonna leave things

45:39

for now. Okay. So let's move on to

45:41

the next part of the show, which is 98

45:43

of q and a. This is where every

45:45

week we put out a call to our supporters

45:47

to pose questions for the latest addition

45:50

of DF 98 weekly. And

45:52

we pick the best or more typically the

45:54

ones who are actually equipped to answer. And

45:57

present them for you at the end of every show.

45:59

And we're gonna kick off with this one from

46:02

98. High

46:05

DF family I finally saw

46:07

Avatar two in cinemas in glorious

46:09

VFR. I found 98 the forty eight

46:12

FPS 98 truly were Mark Warren very pleased

46:14

into my brain watered dripping off 98 as

46:16

never looked as good. Oh, boy.

46:21

That's quite a statement to make. 98

46:23

while I understand why Cameron chose

46:26

to use twenty four FPS for static character

46:28

shots, but not always question mark. They

46:30

adjust to position with HFR 98. Often

46:33

switching between frame rates every few seconds

46:35

eventually made them look like a slideshow. This

46:38

this next 98 of the question kills kills

46:40

Matt love it. As old people

46:43

die out. The gamers take

46:45

over our world. 98 that.

46:49

I look forward to the high f- favorite movie

46:51

future. Your all obviously proponents

46:53

of high frame rate interactive experiences, what

46:55

are your thoughts on high frame rate movies?

46:58

I've not watched Avatar two, but I have

47:00

seen lot of comments from people in

47:02

the games industry who found this switch

47:05

between twenty four and forty FPS forty

47:07

8FPS content to be extremely jarring.

47:10

Not a huge mistake. Of aside of you, actually

47:12

watched it. No. I've not seen it. No. No. I I

47:14

don't really I mean, I watched the first Avatar and,

47:17

you know, one of these films that 98 so

47:19

long and and not that interesting

47:21

that -- Yeah. Yeah. -- my rear end

47:23

actually got numb and wanted

47:26

to leave. So don't you

47:27

know, I'll catch up with it once it's available

47:29

to stream, I guess.

47:30

I think so. 98 it be the fourteenth? I think the

47:32

98 eighth. EDF PS approaches look here was

47:34

completely backwards and wrong. Like, if you're

47:36

not gonna shoot the whole film that way, they

47:38

shouldn't have done it because this

47:41

is so in games, we

47:43

often have performance quality mode. Right?

47:45

And you ever I'm sure you guys have noticed this.

47:47

But if you're playing in like the sixty FPS

47:49

mode and you switch to thirty, the thirty

47:51

mode instantly feels horrible.

47:54

You know, not to say thirty is great necessarily,

47:57

98, like, it's it's that contrast

47:59

when you switch and reduce your frame 98.

48:01

That initial experience feels really

48:03

bad, but then your eyes get used to it 98 you're

48:06

like whatever. Right? You do become accustomed

48:08

to it. 98 it's

48:10

the transition that's jarring. And that's the problem

48:12

here is you're going between you're basically having

48:14

the frame rate every other shot.

48:16

And I feel like bouncing back and forth

48:19

between the two is extremely

48:21

jarring. And I feel like he says

48:23

he understands why Cameron chose to use

48:25

that, but I 98. I don't think I

48:27

I 98 understand. I don't know. It's me that just shows

48:30

a lack of experience in understanding of

48:32

the way the brain works with various frame

48:34

rates, and I think it was not a smart

48:37

move. And I suspect the movie will

48:39

look better if you just watch it at twenty across

48:41

the

48:41

board. Then Yeah. There's

48:44

another question here of, like, whether the entire

48:46

film was shot at forty eight

48:49

And then when they did twenty four scenes,

48:51

they would just literally half the playback.

48:54

They would just cut out the frames. Or if it was

48:56

actually shot at twenty

48:57

four, and as a result, has a different motion No.

48:59

I think it was shot at twenty four 98

49:01

cameras. It's kind of like the IMAX

49:03

stuff. Right? Where they would shoot some scenes with IMAX

49:05

cameras, the IMAX cameras were so big

49:07

and bulky. They couldn't easily do the whole

49:09

movie that way. For the whole movie that way. I can't

49:11

imagine it's the same for high frame 98

49:13

stuff. Like, I would hope it's

49:15

done in a way that's at least somewhat consistent.

49:17

It doesn't sound consistent here. And I when

49:19

someone asked me about this on Twitter already, I was like,

49:22

would my brain would probably die watching this

49:24

movie a little bit much like John was describing.

49:26

I actually always have trouble when this happens

49:28

in certain films like I like a lot of heroic

49:31

bloodshed movies, like those Hong Kong 98.

49:33

And they do when they do slow motion back in the

49:35

day, it was literally just you

49:37

know, the same frame 98, but just reduced its

49:39

play speed. So it never looked consistent. It

49:41

always looked really jarring,

49:44

you know. I don't know. When

49:46

frame rate changes, my brain really notices

49:48

it. So I think I wouldn't like it here and

49:51

I'd prefer just a consistent 98.

49:53

So, heroic

49:54

bloodbath. Her 98 blood shed

49:57

is the The shot 98 the film. That's

49:59

98 shot

49:59

of Is this something with 98 youth?

50:02

What the youth in nineteen eighty's

50:05

Adcock must have really learned, I guess. Yeah.

50:08

Okay. Yeah. I think 98 of us

50:10

really understand why he chose to

50:12

do twenty four and forty eight, and it is bizarre

50:15

because, you know, James Cameron is at the

50:17

forefront of of movie making

50:19

technology service this this 98 struck

50:21

me as weird. And

50:23

I guess 98, you know, another sort of correlation

50:26

would be when a game runs at sixty but

50:28

has thirty FPS cut

50:29

98. You know --

50:30

Oh, yeah. -- you could instantly tell the difference 98

50:32

it looks weird. So again,

50:34

the the concept of doing that

50:36

in a non interactive form

50:38

is is even more baffling. Let's

50:41

move on to the next question. This one from to

50:43

the G, and

50:46

it begins high DF to the f. There

50:50

is still no announcement of a switch

50:52

successor and no credible, bigger league 98

50:54

do think there are some credible leaks. Maybe we'll

50:56

do something on that in due course.

50:58

So we really can't expect it to launch

51:00

with the older tiers of the kingdom. Does

51:02

the reveal and launch of the Nintendo Switch

51:04

give any indications what to expect of the reveal

51:07

and launch of its successor? Or

51:10

is a look into the sales figures

51:12

of the current console more enlightening?

51:15

Thanks for your thoughts on this. Well, I think the

51:17

the sales figures of the current console show

51:21

that the switch has been a resounding success,

51:24

a galacticly great console,

51:27

basically. 98 looks

51:29

as though it's gonna be out setting PlayStation

51:31

two. It's gonna become the 98

51:34

best selling console, I think. If

51:36

if the recent reports to be believed.

51:40

In terms of Eddie's

51:43

sort of clues as to the launch of

51:45

of the release of the switch

51:47

98. It's entirely

51:49

in Nintendo's hands. Right? Any any thoughts

51:52

on this one, John? I

51:54

think the main thing is holding them up 98

51:56

the component shortages and the whole whole

51:59

COVID situation is I

52:01

I've said it before, but this is the first time we'll be

52:03

launching a new console under this new 98.

52:06

And the switch being as successful as

52:08

it is transitioning to the next generation

52:10

is likely something they're dreading and

52:13

worried over. Right? Because

52:16

this is again, new 98,

52:18

but traditionally, this has not been a strong point

52:20

for Nintendo. They've had these very successful

52:23

98. And then next generation, they

52:25

98 the ball, and it ends up not even

52:27

coming close to achieving the same success.

52:30

Obviously, they don't wanna do that again. And

52:33

I'm sure they're trying to figure that out

52:36

while the switch is still selling

52:38

well. So I

52:41

I mean, I don't know what's

52:43

going on behind the scenes and the stuff, but I

52:45

I would imagine that there's definitely

52:47

issues on that side. And

52:49

we don't know what the review 98 the review

52:52

will look like either. Right? Because, again, different

52:54

management. How are they gonna present this?

52:58

98, was it just gonna be dropped like a 98? Like,

53:00

the first one? Because you remember the original switch

53:02

was they put out that concept trailer

53:04

And then, like, we're gonna reveal more info the

53:06

following the next year in, like, January, and

53:09

they did. And it was a pretty low

53:12

key kind of announcement. I would say compared

53:14

to the others where, like, you know, when

53:16

PlayStation five was shown for the first

53:18

time and I guess, you know, Xbox series,

53:20

actually, we had something like that where they revealed it at

53:22

the Achilles. But still,

53:24

I don't

53:25

know. I I don't know what to expect at this 98, and

53:27

I'm curious to see what approach they take.

53:31

think it's all gonna come down to what the new machine

53:33

actually is. I think in terms of credible leagues,

53:36

I would be extremely surprised if the

53:38

t thirty four, t thirty nine

53:40

98 ship isn't in it at this point.

53:43

So, you know, there are certain things which we could

53:45

we could probably speculate upon

53:47

like, you know, what does a very

53:50

small AMPED GPU look like

53:52

your Nvidia and pear architecture, 98

53:55

of power. And, you know,

53:58

what can you actually do with that? The question

54:00

is that, you know, power performance

54:03

components have never been the core

54:05

aspect of the of the Nintendo

54:07

experience. The

54:09

question is, what are they going to do with that component?

54:11

How is it going to be packaged? Is it just going

54:14

to be a switch 98? Is it going to be a

54:16

super switch? know, essentially, you know, if you

54:18

look back at super NES versus

54:20

NES. You know, it's it's,

54:22

you know, the best console they could put out at

54:24

the time based on similar principles. And

54:27

maybe we'll be seeing that again. 98,

54:31

yeah, I guess there's not too much we can speculate

54:33

upon because, you know, there are masters

54:35

of the of the surprise on order.

54:37

I mean, when 3DS came out, I

54:39

was first revealed it blew my mind 98, you

54:41

know, the 98, just the concept of it.

54:44

Even though it turned out that the specs are actually

54:46

pretty

54:47

poor. 98 seem to

54:49

matter in the 98, but I guess kind

54:51

of dead. Stumbled out of the gate.

54:54

The three d 98 a successful launch.

54:56

No. That's that's true. That's that's

54:59

one thing. But, you know, it went on to be a winner.

55:01

So don't really think there's too much

55:03

more enlightenment we can offer

55:06

at this time, but I suspect

55:08

closer to the end of the year. Maybe

55:10

there will be something. Right. Let's move on

55:13

to the next question. This one from Sven

55:15

Darlen. Hi. Exclamation

55:17

98. On modern GPU's performances increased

55:20

rapidly and with features like DLSS, etcetera,

55:22

restorization performances, quote unquote,

55:24

solved. Yeah,

55:26

for current generation games. However,

55:29

CPU performance is not improving at the

55:31

same pace, but there's a lot of untapped

55:33

potentials in multi 98 there's

55:35

lot of untapped potential in 98 CPUs.

55:38

CPU CPU limited games are often limited

55:41

by one or a few threads. They are CPU limited

55:43

while total CPU usage is

55:45

actually low. Is there solution

55:48

for this? Is it possible for developers to

55:50

write games that are less limited by a single thread

55:52

performance or is there another solution

55:54

aside from DLSS3? And this

55:56

ties into another question which

55:58

we had from Kirk's.

56:02

Here's question. I thought massive jump in CPU performance

56:04

would be one of the most significant features of

56:06

this console generation. I expected substantial

56:09

improvements in physics AI and simulation complex

56:11

in general, this hasn't happened. And

56:13

so I'm surprised that we find ourselves already

56:16

hitting CPU limits on PCs with

56:18

comparable or even generation of

56:21

98 CPUs in the latest and greatest

56:23

98. Did it all go towards

56:25

war calls and rate facing? Have we

56:27

already gobbled up for potential with

56:30

slightly more clutter and improved

56:31

lighting. I know I know

56:33

y'all like road facing and all.

56:36

98 I'm honestly a bit disappointed myself

56:39

myself. So, yeah, Alex, this is an interesting question

56:42

because going into this cultural generation, we were

56:44

looking at, you know, a proper generational

56:46

leap in CPU performance compared to what

56:48

we've seen before. And,

56:51

you know, there is the the 98 that,

56:54

you know, you might argue that the

56:56

CPU side of things was actually not a problem

56:58

anymore, and it was more, you know, the concept

57:00

of addressing A4K display with

57:03

what 98 what what have become

57:05

mid range GPU parts, but

57:07

we are facing CPU problems, and there

57:09

are utilization problems, and I do think

57:11

it could be improved. I don't know what you think.

57:14

I think so too because the

57:17

games that I'm gonna this is gonna sound really 98,

57:19

but the games that we've seen with a lot of CPU use

57:21

shoes tend to be unreal engine games. And

57:24

that's because the original, like, unreal engine

57:26

four 98, and it's carried over a bit to

57:28

unreal engine five as well too. Is

57:32

so for, like, there's a render thread,

57:34

and it's not split up with

57:36

a bunch of other

57:37

heads. 98 just running out one thing. And then there's

57:39

like a simulation thread and stuff too.

57:44

And

57:44

unreal engine games are really good and the

57:46

aspect is someone could pick up the engine and they

57:48

can prototype things with

57:50

BLUEPRINT and get some

57:52

gameplay in there with BLUEPRINT and it you

57:55

know, you have already your concept there.

57:58

And it and it flushes out maybe to a full

58:00

game at some point. But going

58:02

to everyone out there that deals with

58:04

these things day to day, blueprint is a really bad

58:07

way to get good CPU utilization for

58:09

many cores. And if

58:11

a game comes out that is using a lot of

58:13

blueprint and it has not changed

58:15

the base rendering architecture of unreal,

58:18

which I doubt a lot of games would do, to

58:20

make it more multi threaded on the rendering

58:22

thread side of things, then

58:24

it's gonna have these issues. And that's why we see

58:27

and games that are coming out that tend to be unreal

58:30

engine. The ones I've covered before in the

58:32

past on the channel, I don't even need to mention them anymore.

58:34

We've got our calista protocol. We've got our gotham

58:37

knights. We've apparently got a new title

58:39

that does the exact same thing. It's

58:42

not so surprising. And I think we do need

58:44

different engines and or a

58:46

new rethinking of unreal engine.

58:49

Maybe when the unreal engine five point two comes out

58:51

or five point three, we're gonna see this behavior changing

58:53

a bit because I think if

58:56

a bunch of developers come up to Epic over

58:58

time in saying, we're having trouble hitting sixty FPS

59:00

in our games due to your base engine design, then

59:04

Epic will move gears and things will

59:06

change, I think. And that's probably what could

59:08

happen on the unreal inside of things. For

59:10

other game engines, it's it's

59:12

hard to say. It's from game to game different,

59:14

but there's game engines that I think really totally

59:17

use a lot of CPU threads.

59:19

And most of the Ubisoft stuff that

59:21

isn't the Dunia

59:23

engine. I thought

59:26

CD project reds work was always pretty good at

59:28

this beyond the re release of the Witcher three

59:30

and, you know, something like that. So,

59:32

yeah, there's that. I think it will

59:35

change when unreal engine

59:38

changes drastically over the next couple

59:40

of years, which I hope and presume it will.

59:43

The other thing is very interesting because 98,

59:46

your other question here is about have they been using

59:48

for 98 tracing? And I think you

59:50

have to look little bit more at the titles. I was really

59:52

surprised. So if you go

59:55

and look at Spider

59:58

Man running on a base PS4,

1:00:00

and you go to Spider Man

1:00:02

running in 98 thirty FPS mode

1:00:04

on PS five. Another thirty FPS

1:00:06

mode, you'll see a huge increase in

1:00:08

the amount of pedestrians and the amount of traffic

1:00:11

98 is going on. They're actually using

1:00:13

it for that on top of the ray tracing

1:00:15

structure as well. But then you go down to

1:00:17

the performance mode on PS5, and you'll

1:00:20

see that it actually has technically a little

1:00:22

bit less pedestrians than the PS4

1:00:24

version. Because they're trying to hit sixty

1:00:26

FPS two while also doing 98 tracing.

1:00:28

So there's there's push and shove

1:00:31

there. But think if you look at the thirty FPS

1:00:34

modes in games, that our CPU

1:00:36

limited on console, you'll see big differences.

1:00:38

It's just more like when you get to that sixty FPS

1:00:40

mode where you have to, like, pick and choose

1:00:42

ray tracing at sixty FPS or a bunch

1:00:44

of other simulation at sixty

1:00:46

FPS? No. Any

1:00:48

thoughts on this John? I mean, we were expecting to

1:00:50

see very different

1:00:52

games. I guess, first gen has

1:00:54

kind of put the

1:00:56

damplers on that to certain extent having to

1:00:59

accommodate those older CPUs. So,

1:01:01

you know, we did in the initial stages at

1:01:03

least get quite a lot of a hundred and twenty hertz

1:01:05

titles because the CPU wasn't really

1:01:07

being touched. But I guess as Alex says,

1:01:10

if you're going to be increasing fidelity to

1:01:13

a dramatic

1:01:13

scale, there's a CPU penalty for that.

1:01:15

Yeah. I mean, not

1:01:18

looking at the specific hardware. I think

1:01:20

it's more there's also 98, 98

1:01:23

a developmental approach this

1:01:26

the things that people ask for, like, physics and

1:01:28

AI, like, people have been asking for

1:01:30

this for years with every new generation. And

1:01:33

I don't think it's always necessarily, oh,

1:01:35

the hardware can't handle what people are

1:01:37

desiring. It's more the the creators

1:01:39

have to build these systems and make them

1:01:41

interesting. I mean, the types

1:01:43

of rigid body physics and

1:01:45

destruction that crisis did in two thousand seven

1:01:48

is still awesome. And very

1:01:50

few games offer anything like that today.

1:01:52

They could, but they don't. And

1:01:55

I think that's an example of a game where

1:01:58

you know, if somebody were to try to

1:02:00

implement things similar to 98, even

1:02:02

now, it would be pretty impressive and cool.

1:02:05

And that's not really a limitation of

1:02:07

the hardware more just that's what they've

1:02:10

chose to to focus their design

1:02:11

on. So yeah,

1:02:14

there's there's classic videos like, I

1:02:15

guess, it was the crackdown versus crackdown

1:02:17

three

1:02:18

video. And then it seemed to show

1:02:20

that the physical the physics simulation

1:02:22

in the new game is actually inferior to the initial

1:02:24

game. It is basically

1:02:27

down to the to the focus of the developers,

1:02:29

right, in what they want from the game as opposed to

1:02:31

what the new hardware is

1:02:32

capable. Just look at, like, Halo one

1:02:34

and the stuff people were doing with that. There's,

1:02:37

like, warthog jumps where they're,

1:02:38

like, sploding grenades under a

1:02:40

warthog in

1:02:41

a way it was flying. Like, people 98 tons

1:02:43

of fun with physics and sandbox elements

1:02:45

back then, and it does feel like it's been

1:02:47

kind of pulled in to make things that

1:02:49

are more that look more

1:02:51

cinematic. Right? Because once

1:02:54

you introduce physics, things can get weird,

1:02:56

but I think people like that

1:02:57

sometimes. You know so.

1:02:59

Yeah. I think they do. Yeah. Mhmm.

1:03:01

Okay. Fair enough. Let's move

1:03:03

on to the next question. This one from

1:03:06

smug 98. Hello,

1:03:09

DF crew, exclamation point. This question

1:03:11

is for Alex. Recent games like dead

1:03:13

space for VBake, 98' legacy and

1:03:15

outspoken 98 to be requiring much more

1:03:17

vram. Cards like the thirty eighty and

1:03:19

even thirty eighty 98 seem to struggle

1:03:21

at four k with revamp

1:03:22

here, will this be a trend?

1:03:25

This

1:03:25

is a really good question. Right?

1:03:27

This is a very good question. This

1:03:29

this is basically particularly the 98

1:03:32

of competency

1:03:35

of the developer, the idea

1:03:37

of scaling the future hardware that

1:03:39

will have much more VM

1:03:41

as a 98, of course. And,

1:03:45

you know, whether the

1:03:47

baseline set by the PlayStation

1:03:49

five and Xbox Series X is

1:03:52

by setting a higher standard in

1:03:54

terms of what's required to house

1:03:56

all of those assets.

1:03:58

Yeah. I think for

1:04:00

four k output, I would say

1:04:04

the x box series x and PS5

1:04:06

have made it so that A4K output

1:04:08

you can't trust eight gigabytes of vram

1:04:10

for sure 98 give you similar level

1:04:12

of baseline 98 quality, and

1:04:17

also feature sets as in turning on ray

1:04:19

tracing. But for ten gigabyte

1:04:21

and twelve gigabyte cards. That's why I'm a little bit

1:04:23

confused about the vram here. And

1:04:25

the thing is the titles that we're looking at here,

1:04:29

with 98 Space and Hogwarts

1:04:32

legacy. It's like

1:04:34

getting the proper console

1:04:38

settings and then comparing is really

1:04:40

really important because then it gives you sense of whether

1:04:43

or not this is justified or not. And

1:04:45

I think that's what needs to be done when

1:04:48

we do critique games for the vram usage

1:04:50

is, like, just look look look see what the consoles

1:04:52

are doing. And then you get a sense

1:04:54

of like actually maybe they're using

1:04:56

like the medium texture setting or maybe

1:04:58

they're not using the ultra texture setting and things

1:05:00

like that. So then you get a better

1:05:02

sense of that. And I think when it's done

1:05:04

for titles like this, we'll know a bit

1:05:07

better, but I'm still I'm

1:05:10

still a little bit shaky on whether

1:05:12

this is trend of things to come necessarily

1:05:16

for something like a ten gigabyte or a twelve gigabyte

1:05:18

card. We think 98, I would I've

1:05:20

basically ever since the thirty

1:05:22

seventy launch, I've been writing off a consistent

1:05:25

four k performance there necessarily. But

1:05:27

with those 98, twelve gigabyte cards, I'm

1:05:29

still a little bit on the fence as to what it

1:05:31

means because one, you have settings

1:05:34

that you can 98. And two, we're seeing cross

1:05:36

98 games. And a lot of features

1:05:38

that these cards support in

1:05:40

regards to, like, sample

1:05:42

of feedback 98, etcetera, and

1:05:45

direct storage which

1:05:48

basically adds a 98 they're like multipliers

1:05:50

for the current vram pool. They're

1:05:52

definitely not being used in games at all. We've

1:05:55

been we've heard of no game using SFS

1:05:57

or 98 us sampling feedback yet,

1:06:00

really, at all. And, like, virtual

1:06:02

text string systems, for example, like you see an unreal

1:06:04

engine five, I have yet to

1:06:06

and any of the unreal engine five things I've tested

1:06:08

experienced huge vram 98. Or

1:06:11

texture issues on eight gigabyte GPUs

1:06:13

yet even without putting 98 four k because

1:06:15

they do 98 do an entirely different way of understanding

1:06:18

the way texture should be brought 98 memory

1:06:20

and the way of the display. So

1:06:23

I think if we're looking at a game that is

1:06:25

coded in an older style of way

1:06:28

of doing things, it can have more a higher

1:06:30

chance of having v ram issues than one

1:06:32

that is taking advantage of the feature set

1:06:34

brought on by a DirectX twelve Ultimate. And

1:06:37

direct storage. So 98

1:06:39

could be a medium term

1:06:42

issue that then maybe clears

1:06:44

up a bit more as games

1:06:46

use more advanced feature sets. But

1:06:49

right now, I'd say the thing you should look

1:06:51

to Doris doing is actually reducing

1:06:54

the 98 text your quality in games

1:06:56

and seeing what it actually is doing to the

1:06:58

textures. In a game like for spoken,

1:07:00

it does awful things to the textures because

1:07:02

the

1:07:02

game obviously was not

1:07:05

made in a really great way based upon

1:07:08

a lot of things that you see in that game. But

1:07:10

in other games like we've seen with doom

1:07:13

on its 98 nightmare versus its alternate

1:07:15

settings doesn't affect the 98 quality at all.

1:07:17

It's mainly about caching. So

1:07:20

your mileage may vary. And I'd

1:07:22

say, be a bit more, you

1:07:25

know, obtain you know, 98 be

1:07:27

more amendable to changing those texture

1:07:29

quality settings depending upon what they do in the game.

1:07:31

And don't get angry if a game doesn't

1:07:34

work fine at 98. Because ultra is

1:07:36

not

1:07:36

optimized. That's not what ultra should

1:07:38

be. Yeah. Okay. Fair

1:07:41

enough. Yeah. Any info on that one, John? I mean,

1:07:43

it is think there is always

1:07:45

the fact that users tend to

1:07:47

ramp up everything to Ultra and

1:07:50

just kind of, you know, hope for

1:07:52

the 98. And if it isn't working well,

1:07:54

blame the hardware or the developer.

1:07:56

I think there has to be a certain degree of future

1:07:58

proofing for the game for future hardware. But

1:08:01

at the same time, if your, you know, sixteen gig

1:08:03

AMD card is running, it's just fine

1:08:05

while your Nvidia ten

1:08:07

gig card is folding like a card

1:08:09

98, that's that's 98 not

1:08:11

a good look. No.

1:08:13

Mhmm. Yeah. A lot of the past decisions

1:08:16

made with some of these GPUs is

1:08:18

definitely proving to be difficult now, but

1:08:20

I I like your point about ramping up

1:08:22

everything to Ultra and being disappointed with

1:08:25

it. And I think that's where Alex has done a

1:08:27

lot of good work in the last few years as

1:08:29

sort of trying to highlight when

1:08:32

and how you can essentially solve this problem

1:08:34

98 have still a beautiful good experience even

1:08:36

when lacking on certain aspects

1:08:39

98 even in even then,

1:08:41

it doesn't always work as we saw with for spoken,

1:08:44

which was just like, there's nothing

1:08:46

you can do. And that that is a shame and 98

1:08:49

make that much sense to me, honestly. But

1:08:52

yeah. Yeah. There's also the

1:08:54

98 of what what your market is, you know,

1:08:57

if the fact is there's a huge amount

1:08:59

of eight gigabyte cards out there, you

1:09:01

know, putting your game out there with

1:09:04

no indication that you're gonna struggle with

1:09:06

your hardware is not a good look,

1:09:09

you know, at least have something in the settings

1:09:11

to say, you know, basically 98

1:09:13

you said said in your video, Alex, about,

1:09:16

you know, laying out what's best for the

1:09:18

PC user in their games, which is to say,

1:09:20

you know, show the difference and,

1:09:23

you know, show the the requirements from

1:09:26

the hardware. I agree. Yeah.

1:09:28

Fair enough. Final question, this one

1:09:30

from Joe 98. Why

1:09:33

does no games support fifty

1:09:35

hertz mode when most, if

1:09:37

not all, 98 supported? It's

1:09:39

being fifty hertz. So this is something

1:09:41

we've discussed fleetingly few

1:09:44

times in the past really -- Yeah. --

1:09:46

which is 98, you know, if if your if your

1:09:48

game is struggling to hit sixty frames per second,

1:09:51

there is the option to actually switch to a fifty

1:09:53

hertz output because the HDTV spec

1:09:55

actually supports fifty hertz. It has to

1:09:57

for the European 98. I can't

1:09:59

think of any screen, any TV

1:10:02

screens that doesn't support fifty hertz

1:10:04

simply because it's got to work in the

1:10:06

in the European market. And when you

1:10:08

have 98 mode. Basically, you could change

1:10:10

your target performance level from 98

1:10:12

to fifty frames per second while

1:10:15

it's not as good. It still looks

1:10:17

really, really smooth. Yeah.

1:10:19

John, his thoughts on this one, I mean, we've

1:10:21

we've often referred to it in the past of, you know,

1:10:23

the option of switch switching your PC

1:10:25

to fifty hertz. It's like the poor man's g

1:10:27

sync. Yeah.

1:10:30

Where 98 do you reckon? Oh, I

1:10:32

mean, I think it's just a case of the consoles

1:10:34

themselves are not capable of outputting

1:10:36

fifty hertz in games. Series

1:10:39

or at least Xbox One supported

1:10:42

fifty hertz for some video 98, but

1:10:44

I don't think they allow developers

1:10:47

to actually output fifty hertz for games.

1:10:49

There's nothing stopping them from doing 98. No.

1:10:51

I think I feel like the console manufacturers

1:10:54

would have to implement support for this. Right?

1:10:56

Yes. 98 I think they absolutely could.

1:10:59

There's their technical reason why they could not do

1:11:01

that. They just have not. And

1:11:03

I think that would be an interesting solution

1:11:05

because it is

1:11:06

it's easier to hit that target frame rate,

1:11:08

and it would look a lot better than, like, fifty

1:11:10

to sixty. Right?

1:11:12

Yeah. Mhmm. I think the issue is also

1:11:15

that it adds quite a lot to the QA

1:11:17

side of things.

1:11:17

Oh, yeah. 98 fifty hertz.

1:11:20

There's also the question of, you know, well,

1:11:22

sixty hertz is the standard. I mean,

1:11:24

we've basically said that 98 screen has

1:11:26

got to support fifty hertz, but

1:11:29

does it is it gonna

1:11:30

happen? No. She's wondering how they all truly

1:11:32

do. I'm also curious about

1:11:34

whether or not the, like, the low latency modes of

1:11:36

televisions even work in, like, fifty

1:11:38

hertz. You know, like, because all those modes

1:11:41

are just like very nebulous on televisions. It's

1:11:43

like 98 you have to switch to PC for

1:11:45

all these things to work or don't work. And what happens

1:11:47

when you go into the fifty hertz mode? Does it enter like

1:11:49

cinema mode and it has all this horrible post processing.

1:11:51

You can't turn off. There's a lot of things that I'm

1:11:53

not sure that the developers

1:11:56

98 deal with. When it comes to

1:11:57

those. The other thing, of course, is that if you can't

1:11:59

sustain fifty frames per second, then,

1:12:02

you know, your frame time is on top frames are

1:12:04

gonna be significantly longer than a drop frame

1:12:06

at sixty hertz. Mhmm. So, yeah, there's

1:12:08

a there there are I mean, it is a good idea

1:12:10

in theory 98 practice,

1:12:12

there's a lot of question marks over 98. And

1:12:15

it's probably 98 for simplicity's

1:12:18

sake, best to stick with

1:12:20

that. We are already to be honest,

1:12:22

the way things are at the moment is that, you

1:12:24

know, new screens have VR support,

1:12:26

which is, you know, infinitely superior

1:12:29

to logging to any specific frequency.

1:12:31

See. So I'd say that maybe there

1:12:33

could have been a an argument for this in the PS4

1:12:35

era. The Xbox

1:12:37

One era, but in the current -- Yeah. -- day,

1:12:40

not much 98 rely on VRR.

1:12:42

That's the way

1:12:42

forward. I think

1:12:43

one hundred percent Okay. But that was

1:12:45

the final question and that means that we're at the

1:12:47

end of the show. So please do like

1:12:49

scribe share. If you enjoyed it, ring the bell. There's notially

1:12:51

instant notifications as always. There

1:12:53

are 98. That is our disclaimer.

1:12:56

We'll be back next week for DF direct weekly

1:12:59

number ninety nine as

1:13:01

we close in on the big one hundred. 98

1:13:04

that's all from us for now. Thanks

1:13:07

for watching.

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