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Hi everyone, welcome to the latest weekly update from Digital Foundry, where we aim to keep you fully informed about what we're actually up to right now - and what you should expect #content-wise from the team this week.

* Tom is going to be giving us a quick look at Konami/HexaDrive's Silent Hill: The Short Message, based on Unreal Engine 5. Beyond that, we have an interesting project lined up - while we can't discuss the game itself, we'll be revisiting a title we've looked at before and hopefully verifying the developer's claims of massive improvements and getting their input into the video. If a game does radically improve over launch coverage, I'm very keen on addressing that - but also in finding out the story behind the improvements. I'm really hopeful that if we can get this one right, other developers might approach us for similar coverage.

* John will be taking point on our upcoming coverage of the Tomb Raider trilogy remasters. This is going to be a quite involved project with a good degree of retro content, so don't expect to see that this week. Should be an impressive DF Retro EX piece though!

* Oliver is as prolific as ever! He'll be reviewing the MacOS/iOS ports  of Death Stranding, has completed a review on the Steam Deck HD 1200p display upgrade and is now looking to move to coverage of Granblue Fantasy: Relink.

* Alex is looking to complete his Tech Focus video on the pros and cons of TAA in the next couple of days and after that? How about a look at the recent mod that allows for RTX HDR to work on any game? It's had the seal of approval from Remedy's Filippo Tarpini, who produced the native HDR mod for Control. 

* Rich (ie me) spent some time over the weekend looking at more direct settings matches between PC and PS5. There's a broad plan at work here: first of all, to bolster our GPU reviews  in the way you saw in our latest Nvidia Super coverage. However, I'm also keen on seeing how things evolve as the generation progresses. If things move in the way they did on last-gen consoles, what we would call a console-equivalent GPU right now will probably fall off to the wayside after a few more years, but let's see eh? I'm going to use this research possibly to do a 'review' for the RX 6700 non-XT, which has much in common with the PS5 GPU. There are already some fascinating results here. Many on par with PS5 as you would expect, but others that see either console or dGPU command some hefty performance advantages. Also: Lenovo Legion Go. It's time.

* Will is working on our next batch of merch (including the Bespoke shirt!) and will be delivering more video adaptations for Eurogamer across the week. His custom PC built using white parts will also be revealed this week. 

We're also looking ahead to the arrival of Final Fantasy 14 on Xbox, where we hope to get Marc 'Try4ce' Duddleson involved after this stellar work on the PS4/PS5 review and we'll be doing our very best to get hold of Final Fantasy 7 Rebirth code to produce the best possible coverage.

Anything we're missing? Do let us know in the helpfully provided comment box that is - as ever - below. Have a great week!



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Anonymous

Can we have a quick look on like a dragon infinite wealth?

TheCollector

Tried out fluid motion frames based on your recommendation. Your video seemed to indicate that it was pretty good yet it makes no sense to use on any but titles with low motion. I just don’t get that they created a motion smoothing tech that makes motion look less smooth (by turning off during motion). You should compare it to good motion blur as that does a better job during motion (IMO). Kinda disappointed that you are not pushing AMD to make this tech better; it does nobody any good to call this acceptable… in other words, can you perform a proper evaluation of this tech so it can be improved please?