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HELLOOOOOOOO everyone! We certainly hope all of our wonderful supporters are doing well out there in the world. It is once again time to hear from you and your most pressing, intimate questions for us to answer on this week's DF Direct Weekly. This time around, Alex, Audi and John will be talking all the news of the week including some interesting GPU discussions, the new Pokemon trailer, crossover mania with Watch Dogs, Assassin Creed, Rainbow Six and Resident Evil, impressions on Tales of Arize and the return of Shining Force?

Leave us your questions and comments below!

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Anonymous

You guys analyze a lot of games from a technical perspective, but be honest here: who's the best gamer amongst the DF team?

Anonymous

Just realized I posted this on the wrong thread a couple of days ago, so here it is again: I know John has talked repeatedly about his concern for cross-generation releases holding back current generation, but there's a cross-generation possibility I haven't seen addressed in conversation or in games so far: data streaming changes. Resolution and framerate bumps are certainly welcome and I know the DF team is pretty sensitive to those, but for me the infuriating game element is when I'm literally slowed to a crawl so that the next area has time to load. Shadow of the Tomb Raider was an obnoxious example of this with its horrendous crevices and mud puddles you have to repeatedly squeeze and slowly wade through, but there are many other games that do the same thing. So my question is; do you believe this is something that can and will be handled differently as cross-generation games continue to release? Meaning, games shipping with hidden loading screen mechanics in the PS4/XB1 release but those elements being taken out in the Series/PS5 version of the game. I wouldn't expect backwards compatible titles to have support for this type of thing, but it seems like a thing full current-generation games could handle.

Anonymous

Racing games typically use real-time cubemaps for car reflections, which is a technique that is more or less unique to the genre. Can you think of any other rendering techniques that see minimal use generally, but are common in a given type of game?

d0x360

My questions are... Do you think when RDNA3 launches that it will have dedicated ai hardware like nVidia which would allow them to create a true DLSS competitor? Also if Microsoft is working on something like DLSS for the series x then how come AMD couldn't do the same with RDNA2 and instead gave us FSR? Does the series x have the required hardware that's not normally part of RDNA2?

Anonymous

Hey guys. I was just wondering if Alex will be doing a video on exactly what sort of PC you need to play Microsoft Flight Simulator on console equivalent settings?

Anonymous

I have one question I can't figure out myself ( and found nothing on the net) but maybe you can. Would it be worthwhile for 1080p play upgrading from a Xbox One X WITH external USB3 SSD to a Xbox Series S apart from the potential ray-tracing support? So I am talking primarily fps and load-times I guess. Many thanks for your insights.

Anonymous

Do you think that the current gen consoles ability to take advantage of additional hardware to extend PS4/XBX games in back compat is making devs/publishers lazy and just making ps4/xbx games using the grunt of the new machines to make them run better while retaining the last-gen audience? This is going to stunt the current generation for another 2-3 years i reckon.

Anonymous

Chances of a 120hz mode on console for crysis 2 remaster? Probably low but, can you imagine, crysis 120 fps on console. Imagine telling your younger self that 10 years ago lol

Ben Fisher

Any chance of a video building a spec for spec PC and pitting against the PS5/XSX in a performance video in various games. A 3700x at the same clocks as the console with a 6600XT (Lower CUs, higher clock for same rated teraflops). Would be interested in how modern games scale on a windows based PC vs on a dedicated console.

Ben Fisher

I think they spoke about your first question in the last DF direct, not sure if it was a direct question though.

Ben Fisher

I think unlikely. Crysis is extremely CPU heavy and even the best PCs struggle to maintain it. Unless they do a full engine re-write regarding the CPU (Which looking at the Crysis 1 remaster, doubtful)

d0x360

5800x, 2 fast SSD's (one for game, one for game cache) and a 2080ti.

d0x360

My take on it is publishers use remasters after launch while they ready their new engines and tools. So it seems stunted but it's really them working on new stuff for the new hardware.

Fabian Schneider

If you had to put a curse on yourself, would you rather: 1) Join Crazy Chicken (Moorhuhn) for 1000 frog leg dinners (you have to eat up) 2) Play 10000 hours of a Crazy Chicken game where the birds have been swapped with loudmouth Crazy Frogs (you may not mute the sound)

André Scheffler

Now that the Steam Deck looks to be the first mass market PC that runs games exclusively on Linux by default, 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

Playstation equivalent to frame boost? When they got the warzone PS4 version running at 120fps, rich had mentioned it still ran within last gen system limits, with one of those limits being a cap of 5.5GB of ram. Do you think this can change in the future, or do you think we are going to be limited by the PS4's performance ceiling for back compat.

Ben Fisher

I know last week you touched on the 120hz modes on consoles. Anythoughts why the overheads seem really high for 120hz? The pixel throughput from 60-120FPS is effectively double and yet resolution takes a 4x drop in a lot of games, when in those same games, PCs tend to scale much more linearly.

Dan Matte

Enjoyed your Crysis interview. Did they really say they’re done updating Crysis 1 Remastered on console? That’s hugely disappointing if so, as the game still has a ton of issues :(

Luke

@John thanks for your detailed analysis of Hellblade. Do you think, a 1080p RT Mode (analogue to Spiderman) would've been possible? If yes, why do you think, we still have to decide between 60fps OR RT? Thanks!

Anonymous

In light of the new TSR techniques in UE5, I'd love to see a history of approaches, from retro consoles to modern games for upsampling content. Specifically, how they improved image quality for a screen resolution that's higher than the internal rendering resolution, not just how they tackled 'aliasing' in general. As raw resolution becomes less meaningful, I think the artefacts and solutions that come out of these techniques are where the 'meat' really is in modern gaming. This would compliment the work DF has already done on Anti-aliasing, DLSS, and more. Also, I would love to know each of your favourite examples of games being upscaled to higher resolutions.

Anonymous

Hello, DF Crew. With Rich sharing old pictures of the studio, as well as some recent "drama" on Twitter lately, that got me thinking: could you imagine DF's current format be sustainable back in its inception, i.e. early days YouTube, or ways to handle dispenses in a pre-Patreon world? And for a more unconventional platform, could DF find a presence on television back then, like in the gaming-themed networks of the mid-to-late 2000s? Not sure if any Busby-themed joke would have been well received in the late 2000s, though. Not to mention relying constantly on TV Guide rather than #instantnotifications

DAVE_RAM0S

Any thoughts on why Ninja Theory is not offering a ~1440/60/RT option for Series X? Curious as RT @30 seems too far a fall from 🧈 the buttery smoothness of 60 and 120fps. Thanks!!

Anonymous

With games still being developed for last gen consoles as targets and AMD cards not having the level of RT performance as Nvidia at the moment, when do you think RT will be a mandatory standard for games? It takes time for technology to become standard so it makes sense maybe 5 years or so but with the workflow improvements RT brings to devs in terms of lighting scenes do you think there will be a big push to move the bar forward faster?

Anonymous

What do you guys think will be the first games to support DirectStorage on PC? I personally think Forza Horizon 5 will have it as an optional feature for the highest quality LOD's.

Anonymous

Or will all Games support Direct Storage? Does the current Win 11 Beta already support it. Does it need Graphic driver level support to work too. Questions over Questions. A deep dive into Direct Storage for PC would be really interesting....

Anonymous

I am cautiously optimistic for the Shining Force game, but I've never actually played anything but Snake on my telephone, how likely is this to be a monkey's paw situation?

Anonymous

Hi everyone ! Have you ever considered doing a benchmark of PC gaming but on Mac's Bootcamp ? Or an explanation of what is possible with this solution ? As I guess we are a lot to own a Macbook, that could be interesting. I know it sounds like a really odd request as graphic cards are meh on Mac. But for exemple, I remember comparing Civilization 6 on my previous mid-2012 Macbook Pro : on MacOs, graphics didn't look extraordinary by any mean, with poor framerate (I would say around 20-30). But on bootcamp, on the same Macbook Pro, it ran like a dream (I would say 60fps) with far more graphic details, making it a joy to play. The difference on the same computer can be gigantic !

Anonymous

Hi everyone - with TSMC now in mass production of 5nm and 3nm coming soon, when do you think we could see a PS5 Slim or smaller Xbox Series X? Or, would increased die cost (something Microsoft called out in a Hot Chips presentation) prevent such a move in the near-medium term?

Anonymous

I just bought the Samsung Frame 2021 TV, which officially supports 4K120. However it only has HDMI 2.0 ports. Practically, this means only PCs can contrive a 4K120 signal suitable for my TV. Do you think the XSX, or even PS5, ever plan to get a firmware upgrade to support 4K@120 over HDMI 2.0?

Anonymous

1: how long until everyone starts calling XeSS “excess“? 2: is unified memory at all feasible in modular diy pc setups? It seems to me it could be a way to keep gpu prices down, if the end user got to decide what, and how much memory, they wanted

André Scheffler

The only way HDMI 2.0 has enough bandwidth to support 4K@120Hz is to use YCbCr 4:2:0 with 8 bit SDR (no HDR support). Also, while it's technically possible, it's not part of the HDMI 2.0(a/b) standard and thefore requires TVs to support this special mode, which will make it unappealing to support I guess.

Anonymous

Yeah I ran the bandwidth calculator and saw how much you need to contrive the signal to make 4K120 work, but I'm curious if DF think MS/Sony would ever offer that level of customisation and flexibility to make it happen.

Anonymous

Spelunky 2 is out on Switch this week. The game doesn’t look like much if you’re just looking at screenshots but it can bring some pretty ok PCs to their knees with complex physics interactions (base consoles struggled at times, and my PS4 Pro did too). That suggests the kind of CPU-heavy work that the Switch CPU is just not at all cut out for. I'd love to see frame graphs of when it drops and by how much. Is there room in DF for this sort of thing, or is it too obscure?