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Hi everyone, Rich here - writing this post from Heathrow Terminal 5 as I leave UK shores. I wish I was heading for the beach but alas I'm not! Regardless, DF Direct Weekly continues as per normal but expect a different line-up this week as it's unlikely I'll be able to make it.

So this is your chance to weigh in on the topics you'd like to see us cover in the show! John and Alex will definitely be onboard, accompanied by A N Other - possibly Oliver, who's done a great job over the last few weeks! Expect Alex to be usual happy self as it may well be that we've found a new triple-A PC game that's in even worse shape then Jedi: Survivor!

Anyway, feel free to weigh in with your topic suggestions and questions below!

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Anonymous

Phil Spencer did a very open interview at Kinda Funny's Xcast today about the Redfall situation. He openly admits fault (like letting The Coalition and Rare jump in too late to assure 60 FPS), takes responsibility/blame, offers Arkan more internal resources and assures people that Redfall will be improved like Sea of Thieves did after launch instead of dropping it. Do you think Xbox Game Studios/Bethesda/Arkane have learned their lesson here to improve this situation and avoid it in the future? Could this also motivate other publishers to take better responsibility for launch failures instead of the usual cautious PR talk?

Anonymous

Phil Spencer did a very open interview at Kinda Funny's Xcast today, here he admits that they lost the console wars during the Xbox One era causing it to be impossible to become first instead of third because people have already build their digital libraries. Even if they would make new great games that would be blockbusters, he admits he knows people wouldn't suddenly sell their other consoles. Also says he just wants to continue with their own vision and is not in the market just to become the most popular console. What do you guys think is their vision currently? Really just doing their own thing and being good at that or maybe eyeing to become the most popular console maybe in the future if they stick to their vision for long enough?

Anonymous

Hi DF, I have my own opinion on the matter, but I’d like to hear yours. As someone familiar with with process of submitting games to First parties like Microsoft and Sony before they’re shipped to be certified (The submission), do you think Steam and Epic games at least, should be more thorough and expect games to be in a better shape on PC before they’re sold? It’s my knowledge that Steam and Epic do have a submission process, but it’s more of a joke than a real thing. Now this will not solve the situation, because big Publishers have their own launchers and can pretty much ship games in the state they like, but do you think that if there was a better submission process for PC games too, things like the stuttering and or Games shipping in a rough state on PC could be improved? Basically should Steam and Epic at least set some standards that games must respect before they can be shipped? MS, Sony and Nintendo all have these Standard requirements that games must be compliant with before they’re shipped, and performance and the lack of stuttering isn’t one of them unfortunately. On top of this, things like Shaders compilation stuttering can be missed by QA as they might not be testing each new build with fresh drivers either. Thoughts? Cheers Manu

Anonymous

When playing a PC game above 60fps and streaming it to Twitch or Youtube, do you think it's ideal to have the game's frame rate divide neatly into the stream's fps? So for instance, streaming at 30fps while playing at 90fps, or streaming at 60 while playing at 120. This question particularly came to mind when using either Frame Generation or Reflex on a 120Hz screen, so the game would be around 116fps.

Daniel M

Many people get issues like motion sickness and eyestrain when playing games at a low frame rates, and bad frame pacing can exacerbate this. The improved input response of higher frame rates can also make certain games easier to play for some people. With those facts in mind, should support for higher frame rates (60+ FPS) be framed as an accessibility issue? Should developers consider that, when they choose to lock a game to 30 FPS or not fix bad frame pacing for whatever reason, they are potentially rendering their game inaccessible to some people?

Anonymous

Hi! Sorry if this been asked before, but why does dx12 often perform worse than dx11 in titles that support both? Even with identical settings. For example Dying Light 2, Final Fantasy 7 Remake, the RE engine games. Love the work you guys do!

MittenFacedLass

More of a request, but Man of Medan just launched on Switch, and that sounds like a fascinating port to take a look at!

Anonymous

With Phil Spencer's latest comments in regards to Redfall's critical reception and how he sees Xbox not interested in beating Sony or Nintendo in the console space since, as he sees it, they lost that during the Xbox One generation, is it not a little disingenuous to be admitting defeat in that arena but still trying to gobble up publishers like Zenimax and ABK? I understand they are putting more emphasis into the cloud and their Microsoft ecosystem, but PC game pass still has many issues, and the cloud doesn't perform to the same degree as GeForce Now by any metric. Also, what does this mean for the future of Xbox? Do you see them giving up on making a new Xbox fully capable of playing their games to their highest degree or settling for streaming boxes?

Anonymous

Ever since I watched the E3 2002 episode, John’s wistful reminiscing on the pace of progress and the air of excitement about the games industry in the late 90s and early 2000s has been living in my head. Do you think we’ll see a resurgence of that kind of winged development cycle as AI-assisted development tools mature and begin to enable more rapid, less costly experimentation by smaller, nimbler teams of people?

Anonymous

About a month ago, there was a Nintendo engineer who put forth a proposal for a new Vulkan extension called VK_EXT_shader_object that aims to eliminate vulkan pipelines altogether. He goes into a lot of detail about the "why" behind it and from what I can tell, this may help a lot with #StutterStruggle, at least for the Vulkan backend. Could you guys perhaps explain a bit about this and tell me if I am I right to believe in a stutter-free future? or should I not hold my breath? here's the proposal if you'd like to read it. i found it very interesting. https://github.com/KhronosGroup/Vulkan-Docs/blob/main/proposals/VK_EXT_shader_object.adoc

Anonymous

New Patreon here! A question that has been on my mind lately, is that within a target framerate (whatever it is), do you prefer higher resolution with less detail or lower resolution with more detail? I think I find 1440p with maxed graphical settings to be better than 4k with medium settings, for instance. I guess it depends on the game but as a general rule, what’s your preference/suggestion? Congrats on the show and the top notch content!

Jay Fischetti

Why is it PBR materials in games can often look incredibly flat and out of place? Was the jump a little premature and should we have kept using diffuse textures?