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Hello there everyone! A little late here with your weekly update as I've spent the weekend - and indeed this morning - crunching on the RDNA 3 review. I've since refined still further the process of creating the in-video benchmarks via the templating system I might have talked about a few weeks back - still looking to do some bonus content on that when I find the time!

In the meantime, let's talk about Digital Foundry, the team, the #content meeting and what's happening next!

* John is looking for a little diversion and will be taking a look at High On Life on Xbox consoles, and yeah maybe we'll do a #StutterStruggle test on the PC version. Beyond that, it's all about the Christmas content.

* Alex is going to be working on The Witcher 3's next-gen upgrade for PC as and when code arrives. In the meantime, Portal RTX is pretty sweet and he's all over it.

* Tom has finished up his Warzone 2.0 last-gen stuff - available now on early access on Premium/Retro tiers - and will be powering on with The Witcher 3's console versions including the so-far elusive Xbox Series S version!

* Oliver is taking a look at the Forspoke demo in a little more depth and quite fancies the look of the Crisis Core remaster! He's also going to be helping out with some of Christmas #content

* Rich (ie me) just spent the weekend polishing off RDNA 3... and I'm not sure what's next! I do have the Samsung Odyssey Neo G8 so could possibly do something on 4K240 and 8K60 with RTX 4090? Also have some Christmas #content plans!

* Will is going to finish up benchmarks and reviews on our missing CPU reviews, including Ryzen 9 7950X!

Any thoughts on what we should be covering over Christmas? There'll be GOTY videos of course, our traditional Best Graphics piece, plus we're considering some fun with a festive look at I Am Jesus Christ and maybe some ray-traced Quake 1 deathmatch action. If there are any specific team discussion videos you'd like to see, do let us know! 

In the meantime, have a great week - and do let us know if there's any #content you think we should be taking a look at.


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DaJaCo

Speaking as an ex-member of the PC master race, one that staves off GPU purchases by owning all 3 "current gen" consoles - I felt Alex's visible grief with the confirmation that the Callisto Protocol suffered badly at launch. It got me wondering whether there could be some brute-force software workarounds that could be used on any game.. i.e. set a game running in the background with speedrunning tools or automated control inputs essentially running through the game. Or something more sophisticated that finds the shaders by analysing the game install folder - and then precompiles the shaders required.. or some kind of software insertion of a shader cache.. surely there must be some kind of tool that could be made that would force pre-compile?

Dan Matte

Any chance you guys might still cover The DioField Chronicle? Really nice title. Baldur’s Gate: Dark Alliance II was also mentioned at one point. Any chance that could possibly still happen? Thanks as always, DF team!

Snorlax jobless

I would like a stack up on the art styles and resolutions between, I am Jesus Christ, I am Judas and Biomutant on current gen pleaseeeeee

Anonymous

"If there are any specific team discussion videos you'd like to see, do let us know!" Will you be doing the Christmas-themed discussion video that A1an suggested? https://discord.com/channels/667185777775607808/763424081634525224/1040694772676964424 It would be great to see some of these community suggestions come to pass; similarly could the Quake 1 ray-traced deathmatch thing could be a community event of some kind.

ConcreteLlama

If there's no content featuring The Ghost of Phoenix Past played by that incredible yet mysterious Norwegian actor it'll be Sorlie missed

Anonymous

I dearly hope that we will be visited by the Ghost of Phoenix Past. Gaming isn't the same without his patented 3x loading times.

Anonymous

Or just shared compiled shaders by someone who already finished the game. I think this way It worked on SteamDeck with few games.

DaJaCo

I believe the way that shader compilation works is that machine code is generated based upon the shader and your individual PC hardware - so shader sharing works for a console or the steam deck where most of the important hardware is fixed / common - but this cant be done for most PCs where there are basically infinite hardware configurations.

Simplex

I wish you analysed two of the best games you missed in 2021 - It Takes Two and Psychonauts 2. A pipe dream, I know.

Simplex

I think the best way forward is making devs aware that shader precompilation is an ESSENTIAL feature of all games. @anonym_ucet wouldn't these shaders need to be from the same gpu and driver version? Genuine question, I don't know that.

DaJaCo

Yes - shader compilation creates hardware specific machine code.

Anonymous

I'd love to see something from John on his favourite retro inspired new games of the year. Indie devs are keeping old school gaming alive and well.