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Hello there - we're looking to film the next episode of DF Direct Weekly tomorrow and we need your help! The line-up is likely to be Rich, John and Alex (depending on Witcher stuff) and topics up for discussion include the RDNA 3 launch aftermath, SteamOS coming to Tesla vehicles - and the trials and tribulations of the High on Life launch.

Got any questions? Or any more interesting topics? Let us know below. Just to pre-empt an obvious question though, yes, we will be looking at the RT upgrade for Grand Theft Auto 5. Oliver was proudly stepped up to tackle that one!

Comments

Anonymous

Real-time cutscenes can look substantially better than gameplay visuals. Presumably because the player isn’t in control allowing for more memory to be used in that scene. Mark Cerny talked about on the fly texture loading in his Road to PS5 talk spring 2020. Do you think that on PS5 some developers could realize cutscene visual fidelity in-game?

Anonymous

A lot of people seem to think that the next Switch supporting DLSS means that it will be capable of supporting 4K in recent AAA games. But DLSS isn’t free, right? What would the fixed performance cost of DLSS look like on a battery constrained, low TF platform?

sj33 (Jake)

Hi all. Both Lovelace and RDNA3 are finally here, yet their high price means the previous generation cards remain as relevant as ever. Meanwhile we’re seeing recent PC game requirements begin to creep up (as you’d expect) - this is despite the fact that most people are still buying 2+ year old GPUs and won’t be upgrading any time soon. How sustainable is this? Is there a danger of PC game requirements outpacing the hardware that the average PC gamer actually has, especially with UE5 adoption finally taking off.

Anonymous

With Lumen finding it’s way into fortnite, it seems there are now a multitude of solutions for global illumination. Lumen, SVOGI, RTXGI, and of course the full fat triangles all the way down ray traced GI. DF has done a great job shedding (indirect) light on why global illumination is important, but what do you guys think about the different solutions to dynamic GI on offer. Is the primary difference precision vs performance, or are there situations that some solutions fail to produce realistic results that can be handled well by others. Thanks, and keep up the great work.

Anonymous

I vote for either of these last two questions. Both fascinating issues.

DarkRod99

HI DF, we know what Ray Tracing does to a scene, but what is Hybrid RT? And what are the benefits vs standard RT? Thanks for the great content as always!!

Toren R. (KESA)

One for John; how hard would it be for Sega to produce a Shenmue 1/2 remake using the Dragon engine used on the Yakuza/Like A Dragon games? I swear the RGG Team have enough assets from prior releases to flip into at LEAST Yokosuka from Shenmue 1 - it just seems like a no brainer, but then again, I don't know ANYTHING about game development lol

Anonymous

Current-gen consoles have dedicated ray tracing hardware, so I’m struggling to understand why Fortnite is using software-based ray tracking on the consoles. The analogy that I keep thinking of is that it’s like using software audio processing on a 386 when there’s a Sound Blaster in the ISA slot. Shouldn’t dedicated hardware be better?

Anonymous

John, will you be doing a retrospective on the GTA franchise similar to your gran turismo videos? Looking at the games across the generations? Would be very interesting to hear some of the techniques used in the older games and GTA 5 just got its RT update on consoles this week

AshesBoomstick

Hello DF, been watching you for years. Thanks for the awesome content. Almost all games, until recently, recommend 16GB of RAM. BUT ... with the revelation of Portal RTX recommending 32GB of RAM for best performance, and the soon-to-be-released PC port of "Returnal" also recommending 32GB of RAM for peak performance, the question becomes... what is the benefit of additional RAM for these titles, particularly when comparing the VRAM to RAM ratio of any given PC? Example: One user has 24GB of VRAM and 16GB of RAM; should performance be influenced considerably compared to someone with 10GB of VRAM and 64GB of RAM? Using 1440p as a baseline: How does this balance of spec recommendations come to fruition? Surely much of this is based on how the games are made to UTILIZE each version of "data in transit", but where is this balance achieved? Inquiring mind would like to know.

TheCollector

Having just watched all the 7900XTX reviews (and snagging one for myself, thank you) I was curious, when do you think AMD’s FSR 3 frame generation tech coming out? This GPU is a beast but I’m CPU bound in many cases and cannot get up to my TV’s 4k 120 limits!

LukeL

Hi guys, in a world where Steam is the dominating PC marketplace, what features do you think other platforms can focus on to entice gamers, other than forcing exclusives? I would say community support is a big one for me at least.

LukeL

I mean it kind of speaks for itself lol... Hybrid uses raster as primary with RT as a secondary enhancement.