Episode Transcript
Transcripts are displayed as originally observed. Some content, including advertisements may have changed.
Use Ctrl + F to search
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.
Podchaser is the ultimate destination for podcast data, search, and discovery. Learn More