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Greetings and salutations, patrons! We are back for another round of DF Direct Weekly. John is taking the reigns this week, guiding the eternally "on vacation" Alex and Rich through the news of the week. We will be talking a bit about Abandoned and what we think it might be...? We'll also discuss a bit about the 6600 XT, taking a look at some interesting developments over at Intel and dream away with what games we hope will be on the A500 Mini! Audi is still attending to some family business, but if you listen closely, you might just hear the echoes of him shouting his Amiga dream list as well.

As always though, we need your questions! Answering your questions is our favorite part of the week, so bring it on, give us your best and see you on Saturday, same bat time, same bat channel!

Comments

Anonymous

When it comes to resolution in non-native games, some games use dynamic resolution scaling, maximizing clarity, whereas other games operate at lower fixed resolutions, maximizing consistency and ease of implementation. Does the DF team have a preference for one approach or another?

Anonymous

Have you heard the good news about OLED?

C Nguyen

What are you guys’ thoughts on so called AI upscaling for things like full motion video content. Does it actually provide more detail or is it just placebo? We’ve been experimenting with it so that we can subtitle certain Saturn era cutscenes

Anonymous

Good day folks, a question has come up numerous times in Discord with regards to whether a game using upscaling/reconstruction techniques should be considered or called 4K even though its not being rendered natively at 4K? Considering as technology evolves more and more and especially things like DLSS 2.x which is essentially creating new pixels on the fly to make up the final presentation of a 4K image, should native resolution be the only parameter deciding whether a game is considered 4K or should it be decided by the final presentation output of an image generated by the engine regardless if its upscaled or reconstructed?

Ben Fisher

Thoughts on pricing and relative value of these mid range cards when compared to the consoles?

Jonas Taghizadeh (Taggen86)

Why do you often experience stutter/judder even when your frame rate is within the VRR window on a VRR capable screen like my C9 oled? Are framepacing issues and CPU related drops not handled by VRR? if so, why?

André Scheffler

Now that the Steam Deck looks to be the first mass market PC that runs games exclusively on Linux, have you thought about covering Proton at least in a special or as a "standard" in all future reviews? Because I'd really like to see what the performance metrics (especially frame times) are like besides the expected performance loss due to the translation of API calls. It'd of course be super awesome if (once the device is available), the Steam Deck would be accounted for in your videos like "another console/platform" :)

Anonymous

There are several methods and solutions in the PC gaming space for reducing render latency in games, from controlling the max number of prerendered frames in DX11 titles, to latency options in Nvidia and AMD control panels, to Nvidia's new Reflex API that devs can integrate directly into their games to remove the queueing of frames entirely. On top of that, you can use various solutions to cap the frame rate of games, and even use bespoke tools like SpecialK to cap framerate and inject some of the Reflex API work to keep latency down. My question is, would Digital Foundry (particularly Alex) be interested in doing a deep dive into these options, how the render queue actually works and the impact all of these tend to have on frametimes (as some can make games wildly unstable)? I've been impressed by the results of some of them and the way they are combined with a framecap to keep within a gsync range of a screen, but would also be interested to see comparisons to latency in titles that are also optimised on console.

André Scheffler

VRR does not fix bad frame times or frame pacing issues, as you mentioned, so if your game constantly runs at around 60 FPS and then suddenly drops to 40 FPS and back to around 60 FPS causing a peak in frame times, you will still notice that - at least I do. For me VRR only helps to get a tear free experience with games where my setup cannot maintain 60 FPS or 120 FPS respectively, but instead is somewhere in between. But still, frame time spikes will be noticable.

André Scheffler

Could you do a special about all the different "VRR" implementations and what the specific (dis-)advantages are? We have VRR by the HDMI Forum, Adaptive Sync by VESA, G-Sync from nVidia, FreeSync by AMD. I myself just bought a FreeSync Monitor with DP, so it'd be G-Sync compatible and support Adaptive Sync via Intel, and HDMI, so I can also hook up an Xbox. But when it comes to TVs, which sadly do not have DP, this is not so easy?

Sophie

Just FYI it's not "exclusively" Linux, in the sense that you can put Windows on it, if you want to. Though it's unclear how well the Steam Deck controller will play on Windows - presumably it'll work with Steam, but it might not work with anything else, like the Steam Controller.

Anonymous

Given that the new generation of consoles supports features such as really high refresh rates (120hz output) and VRR which had previously been exclusive to PC, are there any current or emerging technologies in the PC space that you see as providing a superior experience that simply isn't possible on today's consoles?

Anonymous

Do you think we'll ever see new jawdropping (not in the sense of horsepower, but conceptually) hardware from Nintendo similar to Wii, or are they settle down in a handheld territory?

Sophie

I'd be really interested to see you guys do a deep dive on eGPUs over Thunderbolt. I think there are some interesting edge cases there - There's the obvious limitation of bandwidth compared to a desktop setup, but that's not a big problem for every game. I've also found a weird thing in my own tests, where CPU limitations are raised when using an eGPU, because the integrated CPU/GPU chip has a 28W power limit, and when an eGPU is being used, 100% of those 28 W can go to the CPU. (The system in question here is a GPD WIN 3) So I guess my question is, would you guys consider doing something like that?

Anonymous

I have an RTX 2060 and 144 hz monitor with an adaptive sync range of 30-90Hz. When Nvidia began supporting FreeSync I tried it on several occasions (enabled on monitor and Nvidia driver). Each time I tried it I could not discern a difference vs having it disabled. I mostly choose graphical settings where FPS is well above 60 with v-sync disabled. My question is… what should be the benefit of adaptive sync enabled vs disabled for a situation where the game is rendering at ~100 FPS on a 144 hz monitor?

Anonymous

As far as I know TVs use HDMI Forum VRR and AMD/Nvidia just certify that it matches their requirements and then slap their logo on it.

Anonymous

Have you ever considered doing a benchmark of PC gaming but on Mac's Bootcamp ?

Anonymous

Apparently the new Stalker is running UE5, what do you make of it?

Alan

Hi DF, I have a question. The console manufactures said that the PS4 and Xbox One would be able to run games at 1080p and 60fps, however this was very limited in the actual number of games that could achieve this, now with the PS5 and Xbox Series X we have been told to expect games to run at 4k and 60fps with ray-tracing and on the current games so far released were are having to choose between 4k, 60fps and ray-tracing, is the PS5 and Xbox Series X actually capable of running games in 4k at 60fps with ray-tracing or have we been suckered in like we were with the PS4 and Xbox One, is this as good as we are going to get with the PS5 and Xbox Series X or are there things that developers can do to achieve this more constantly in games?

Alan

What is happening with Virtual Reality, this all seems to have died down a bit now, Sony hasn't mentioned anything about PSVR regarding the PS5, what do you think is needed, a big shift into VR from the developers and publishers or is just a couple of killer apps going to be enough, I know that there is the issue with developers not wanting to invest with the low numbers of VR owners, but people will only buy them if there is things to play on them.

André Scheffler

I've been using an eGPU for over 3 years now in combination with an Ultrabook for ultimate mobility, first with an 8th gen U-processor and now 11th gen (i7-1165G7) which is also limited to 28W like your GPD WIN 3. I'm very satisfied with the level of performance but there are games like Watch Dogs Legion that even though I have an RTX 3060 run very poorly. Other games take mostly just a mild hit due to the processor being "weaker", but in general you can expect a 10% decrease in performance. I'm very interested though in a deep dive as well and maybe some hints on how to improve it or what settings to chose in-game.

Anonymous

Hello gentlemen. In all the discussions about developers targeting 30/40/60/120 fps, you haven't covered how the gaming experience has changed over time, other than in the context of CRT vs flat panel technology. I used to be happy with 30fps on my 32" CRT and even on my 37" LCD, but now I have a 65" OLED, I find 30fps unbearable and will not buy games that only run at 30fps. I put this down to the TV taking up more of my field of view, particularly my flicker-sensitive peripheral vision. I wondered what the team's view is on this, given the trend of larger TVs, and whether, as I hope, developers will increasingly see 60fps as a necessity rather than a bonus.

André Scheffler

Due to an OLED panel having instant reaction times, the 24p stuttering and also 30 FPS stuttering is way more visible than on an LCD (dpeending on the technology), so that why it is unbearable to you. When I used a DLP projector for gaming I found games running below 30 FPS very hard to watch causing eye fatigue.

André Scheffler

This would be interesting once Apple finds an agreement with Microsoft to get Windows 10 arm64 on to M1 devices. For Intel Macs it should be the same as for any other PC.

André Scheffler

This has been discussed in lenght in the last DF Direct Weekly :) https://youtu.be/UikYE1jrq8c?t=2099

Anonymous

Probably not interesting considering the only computer that can run the current macOS with PCIe card slots is the workstation Mac Pro, and that Bootcamp won't be a part of the Apple Silicon (ARM) Macs for the foreseeable future. You can do eGPU on Intel Macs via bootcamp but that has to be a niche of a niche

Anonymous

DF has worked in different places for a long time with John in Germany going back years. But do you Rich miss being the office with other team members in any way, such as having a small studio setup to do pieces to camera on or it being easier to review works in progress?

Eric Hurst

Rich, over a year ago now, you teased in a video that the original Watch Dogs gameplay demo was not running on a PC, as we all originally assumed. Are you able to reveal the details of what you know of that demo? Was it running on a console? What did they do that was “so unbelievable” to get it to run? I have been dying to know. If not, I hope you can reveal it soon.

Anonymous

Can we get some love for the dearly departed Playstation Vita? Maybe a tech retrospective/eulogy.

Anonymous

I agree with your point, but how the screen fits into your field of view does seem to matter - 30 fps on a PC monitor of any panel type is pretty horrible as you're sitting close up. In practice I think it is a combination of factors. With TV sizes increasing all the time (I believe 55" is now the most popular size for new TVs), and because panel types have been discussed before, I thought this was an interesting topic to explore.

Anonymous

I really tried to see tearing with FreeSync disabled, but could not, even with v-sync disabled.

Anonymous

What games would you like to see on the a500 mini?