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Digital Foundry Direct Weekly is
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for a limited time. Welcome
1:10
back to Digital Foundry for this,
1:12
the 250th edition of DF28 Weekly,
1:14
our weekly show, where we discuss
1:16
the latest gaming and technology news.
1:18
Lots going on this week, lots
1:20
to wait for joining me on
1:22
the panel, first of all, Oliver
1:24
McKenzie. Yes, hi Rich, you're to
1:26
talk about the latest in Microsoft
1:28
Leakes, and big news, Sony games,
1:30
should be fun. Absolutely, and
1:32
of course, Anexpetalia. Yeah, another round
1:34
of Microsoft Leakes. It seems like
1:36
it's a very common thing that
1:38
happens at Microsoft. Anyway, let's go
1:41
straight to it. Okay, first new
1:43
topic of the week, we are
1:45
going to be talking about
1:47
Microsoft Leakes. Specifically, news of
1:49
what's been described as the Project
1:51
Kenon Xbox handheld. Essentially, think
1:53
of this as an OEM
1:55
handheld design put together by Microsoft
1:58
that it can licensing... out
2:00
to the likes of a Seuss Lenova
2:02
etc. and it does seem to be
2:04
that the first product will be with
2:06
a Seuss and the details on this
2:08
well it seems to be we're actually
2:10
going to get to see what an
2:12
Xbox shell looks like on a PC
2:14
in this in this case a handheld
2:17
PC. And obviously our man with the
2:19
most experience of handheld PCs is of
2:21
course a lot more expensive. So I'm
2:23
really interested in your opinions on this
2:25
and what form this will actually take.
2:27
And bearing in mind that Microsoft are
2:29
intent on producing their own handheld, what's
2:31
the point of this endeavor? Yeah, I
2:33
definitely have some questions about that latter
2:36
part. But the basic contours of this
2:38
seem to basically be like that mooted
2:40
Windows Xbox hybrid kind of interface device
2:42
running Windows looking like Xbox behaving like
2:44
Xbox that kind of thing that makes
2:46
a lot of sense from my perspective
2:48
It sounds kind of a lot like
2:50
steam big picture mode or steam less.
2:52
You basically have an end-to-end interface that
2:55
would work for most gaming tasks and
2:57
then you'd still have the Windows Desktop
2:59
presumably for anything that required like more
3:01
advanced tweaking or downloading or maybe alternative
3:03
stores, things like this. You'd have that
3:05
functionality presumably available through Windows still. But
3:07
for me right now the benchmark for
3:09
this kind of experience is the steam
3:11
big picture mode. Right now my desktop
3:14
PC which I use in TV configuration
3:16
is booted right into steam big picture
3:18
mode and that covers most use cases
3:20
I think with controller friendly games. They
3:22
still have various issues with like launchers
3:24
crashing or not being cooperative with controllers.
3:26
Any kind of settings work you need
3:28
in Windows obviously does not work with
3:30
just the steam big picture mode Anything
3:32
that involves the Xbox app or you
3:35
be soft app or EGS or Battle.
3:37
That's not so good I've also had
3:39
some issues with the controller interface with
3:41
the store which sometimes has responded well
3:43
to control or input there But most
3:45
those issues are fixed in steamless so
3:47
to me basically there would be like
3:49
two levels to this You know number
3:51
one can Microsoft be steam big? picture
3:54
within Windows because that is kind of
3:56
providing us kind of analogous experience here.
3:58
And number two, can they beat SteamOS?
4:00
I think they really need to be
4:02
able to like get in there with
4:04
Steam's big picture mode in terms of
4:06
delivering a smooth end-to-end experience with hopefully
4:08
not too many compromises, but certainly if
4:10
they were able to get it closer
4:13
to that SteamOS level where it really
4:15
is an integrated interface for all manner
4:17
of adjustment, that would certainly be much
4:19
better here. And of course, if you
4:21
need to remember, like, the timelines on
4:23
here are maybe not so favorable to
4:25
Microsoft. They're talking about this machine potentially
4:27
coming out in late 2025 or even
4:29
2026. That's a period where you're going
4:32
to have quite a few Steam West
4:34
devices, I presume, on the market. Obviously,
4:36
with Steam deck itself, various steam deck
4:38
itself, or maybe even a full third-party
4:40
generic version of Steam on any device
4:42
that seems to be in the picture
4:44
as well. So that seems like a
4:46
bit of a bit of a dangerous
4:48
combination combination combination for people for people.
4:50
a lot of this effort might be
4:53
a bit of a non-starter because obviously
4:55
the beauty of steamless that it's built
4:57
around the largest gaming platform on PC's
4:59
period and this maybe would not be
5:01
that hopefully would have some good integration
5:03
of steam that would really kind of
5:05
be a prerequisite I think for this
5:07
to work out well. So ultimately I
5:09
am I have somewhat mixed feelings about
5:12
coupling windows with this kind of interface
5:14
but I think you know Microsoft definitely
5:16
has hopefully has the capability to pull
5:18
it off here. And there are a
5:20
decent number of games that won't run
5:22
on Steam Deck or won't run well
5:24
on Steam Deck, going to translation issues
5:26
with ProCon, obviously you have anti-cheek problems,
5:28
problems with multiplayer games. This effort would
5:31
presumably sidestep all those issues. That is
5:33
a big, big win for Microsoft potentially
5:35
if the rest of the operating system
5:37
can be. contorted into a form that
5:39
would work with controllers here. But I
5:41
mean, ultimately, I think one final question
5:43
here would be just with respect to
5:45
this particular effort, because like you mentioned,
5:47
Rich, this is an Aesus exclusive effort,
5:49
or at least the Aesus is potentially
5:52
the first firm involved in such an
5:54
effort here. And I kind of wonder,
5:56
like, would it be the same Zen
5:58
processors we've seen so far? Would it
6:00
be the strict point APU? Would it
6:02
maybe even be the... and Z2 go
6:04
APU which is a Rembrandt based APU.
6:06
I don't know that does not sound
6:08
super exciting to me from a performance
6:11
perspective. Now if this was based on
6:13
a custom chip or something that would
6:15
be a lot more exciting and potentially
6:17
quite tantalizing. but I think probably this
6:19
initial effort will just be with that
6:21
kind of off the shelf part here.
6:23
And I think ultimately like what I'd
6:25
like to see from Windows handheld would
6:27
be something that's led by Microsoft that
6:30
maybe has a custom ship that has
6:32
an additional level of power in it
6:34
that can kind of push beyond this
6:36
spec that we've seen for the past
6:38
three years with every device in the
6:40
15 watt range kind of settling in
6:42
at plus or minus 20% steam deck
6:44
performance. That'd be an area of interest
6:46
for me as well. Wow, that's a
6:49
lot to go to. I'm going to
6:51
go to Alex first though before I
6:53
pick that apart. Yeah, for me. I'm
6:55
going to echo everything Oliver said. I
6:57
think there's a great, this could lead
6:59
to a good way to unify the
7:01
access to settings in Windows in a
7:03
way that is more controller friendly. Microsoft
7:05
has had historical problems with this with,
7:07
you know, you can go into Windows
7:10
and there's still things stuck in the
7:12
control panel. There's still things stuck in
7:14
settings. You type in the search bar,
7:16
something from the settings and it doesn't
7:18
show up. You have to go to
7:20
settings manually. It's just a mess, right.
7:22
Windows UI interactions to actually start working
7:24
again. I'd be grateful. But to the
7:26
point at hand, I think actually this
7:29
project canon is going to be a
7:31
bit not from the exact same way
7:33
it's done on the Sony side, but
7:35
I think it's almost like Microsoft's PS5
7:37
Pro. in the aspect of it is
7:39
testing the waters and going to be
7:41
used as a beta testing platform for
7:43
what they're doing with the next Xbox,
7:45
all the UI stuff, the sideways integration
7:48
with steam that has been already mentioned
7:50
by Phil Spencer in the past, as
7:52
well as just mentioned by Oliver, all
7:54
of these things that are going to
7:56
be teething points and points where you
7:58
need kind of like open. beta testing
8:00
from an audience, like the flighting
8:03
as they call it at Microsoft,
8:05
I think. This is what this
8:07
product I think is actually going
8:09
to be very useful for for
8:11
them. And it's also going to
8:13
see exactly how does this fit
8:15
into the legacy catalog of PC
8:17
gaming. Unlike the Xbox handheld, which
8:19
is probably going to come out
8:21
later than this, maybe 2027. This
8:23
one. will not have the Xbox integration
8:26
in terms of like you carry
8:28
your library with you right in
8:30
the way that we expect with
8:32
an Xbox branded product this one
8:34
is presumably just gonna have like
8:36
Xbox anywhere I think is it
8:38
is called like the the streaming
8:40
capability as well as any other
8:42
things you might have already had
8:44
on the Microsoft store including your
8:46
third-party things you know purchased through
8:48
steam and EGS and such. So
8:50
it's not going to be the
8:52
exact same thing as following the
8:54
PS5 route, but I think that's
8:56
exactly what this project Kenan is.
8:58
It is a testing grounds for the
9:00
further development of what this next Xbox
9:03
ecosystem is going to be, which
9:05
is going to be much more like
9:07
a PC and much more like the
9:09
Windows ecosystem we've seen in the past.
9:12
Just hopefully with a lot more intuitive
9:14
controls and also just, yeah, extractable performance
9:16
that is not going to make you
9:19
tear your hair out. I really
9:21
think if Microsoft is pushing this thing,
9:23
they need to do exactly what
9:25
Steam does, where there's like controller
9:27
profiles downloading with your games and
9:30
stuff. They need the equivalent of
9:32
Game Scope to run really well. The
9:34
Microsoft Gamebar is okay. But once again,
9:36
you know, it could be better, the
9:38
ability to like frame rate limit and
9:41
do all these things that you have
9:43
with GameCope Integrated FSR, a whole bunch
9:45
of other features there that are really,
9:47
really good. I think that's something
9:50
that Microsoft needs to bring over
9:52
to the PC space because currently
9:54
that's filled by third party tools
9:56
in the PC landscape, which are
9:58
all plugging into Windows. API calls,
10:00
you know, it feels like they
10:02
could do that on their own
10:05
and perhaps do it better in
10:07
a way that doesn't require the
10:09
mouse and keyboard to work. So
10:11
yeah, there's a lot that I
10:13
feel like this product could represent.
10:15
But like Oliver, I'm very curious
10:17
about the technological underpinnings of it.
10:20
If it is really performance-wise, a
10:22
lot like just this plus or
10:24
minus 20% steam deck that Oliver
10:26
just said, it doesn't actually sound
10:28
too interesting. It has to also
10:30
maybe have some good hardware oof
10:33
there to make it sound more
10:35
interesting as well as a sleep
10:37
button. Like a good sleep button.
10:39
Something steam has, the steam deck
10:41
is awesome for that aspect. If
10:43
you try sleeping games in Windows,
10:46
good luck. You know, like if
10:48
you've ever tried it. It's not
10:50
usually a good thing. So that
10:52
would be another thing that they
10:54
would have to work on. Windows
10:56
sleep functionality, which hasn't been touched
10:58
in a long time. Okay, so
11:01
where do we begin with this?
11:03
Well, from my perspective, let's first
11:05
of all talk about why they're
11:07
doing it when they've got their
11:09
own handheld coming in a couple
11:11
of years. And I think it's
11:14
simply because, first of all, they
11:16
need to solve the problem of
11:18
Windows being able to be used
11:20
as a console-style operating system. And,
11:22
yeah, part of the interface is
11:24
obviously a key issue for it,
11:27
but there's a lot more to
11:29
it, like, you know, system software
11:31
updates, that kind of thing. you
11:33
know, how are you going to
11:35
install those third party stores unless
11:37
you plug in a mouse and
11:40
keyboard and do it, you know,
11:42
the manual way. That's my main
11:44
issue with PC gaming on a
11:46
handheld at the moment is that
11:48
kind of like a USB hub
11:50
with a mouse and keyboard are
11:52
kind of like essential for setting
11:55
everything up. And then you're kind
11:57
of good to go. There's a
11:59
lot going on there. And as
12:01
you say, Alex, you look at
12:03
SteamOS and what it's doing in
12:05
terms of bridging the gap between
12:08
what a console is and what
12:10
a PC is. And Game Scope
12:12
is an excellent example of that
12:14
because it's doing a lot of
12:16
great PC style stuff that I
12:18
think high end users would probably
12:21
want on an Xbox. In theory
12:23
it should just be plug and
12:25
play right but you know when
12:27
you start verging it into the
12:29
PC area rather you've got to
12:31
have PC style features I think.
12:33
I think fundamentally the interface will
12:36
just look like an Xbox you
12:38
know like an Xbox series X.
12:40
fundamentally, with extra bits added on.
12:42
The concept of unifying your game
12:44
libraries, an early solution to that
12:46
is probably just simply some kind
12:49
of unified launcher. I don't foresee
12:51
Microsoft allowing you to buy steam
12:53
games from within their shell. That
12:55
would be kind of like counterintuitive,
12:57
I think. In terms of why
12:59
they're doing it, I think it
13:02
is simply that... Well, you know,
13:04
maybe I always sort of, I
13:06
was going to say this could
13:08
be a reaction to the Lenovo
13:10
steam-o-s device, right? The thing is,
13:12
though, the industry doesn't react that
13:14
quickly. Products don't just magically appear
13:17
out of thin air, with a
13:19
possible exception of like the 1070-T-I
13:21
like the day when Vega came
13:23
along. And it was great. and
13:25
video just sort of like stripped
13:27
back the 1080 a bit, called
13:30
it a 1070-DI, very easy to
13:32
do in that sense, but from
13:34
this, I don't think, you know,
13:36
these sort of, this sort of
13:38
strategy, this kind of ability to
13:40
put together that interface, associating with
13:43
whoever the partner is, Sus, or
13:45
whatever, there have been rumblings about
13:47
Microsoft providing OEM hardware for like...
13:49
you know, well over a year
13:51
at this point. So I think,
13:53
you know, it was always going
13:55
to happen, but I do think
13:58
that Steam Deck was a catalyst,
14:00
and I do think that Microsoft
14:02
saw it and thought, well, you
14:04
know, what if they start to
14:06
encroach into our Windows space? This
14:08
is problematic. Hardware-wise, let's talk about
14:11
that, could go one of two
14:13
ways. If it is an OEM
14:15
device that Microsoft is basically licensing
14:17
out, there is potential for some
14:19
customization, right? However, what if to
14:21
create custom silicon is not actually...
14:24
a cheap endeavor, it requires a
14:26
lot of money. And if AMB
14:28
already has off-the-shelf solutions that will
14:30
do the job, it's probably the
14:32
best way forward. Which one? Well,
14:34
tricky, right? You'd really want Strict's
14:36
point, which would be the latest
14:39
and greatest. But even then, you
14:41
know, what for what? It's not
14:43
a generational leap over steam deck.
14:45
You have to kind of, similar
14:47
to the Asuzvog ally and... Z1,
14:49
Z2, extreme. You're going to need
14:52
to throw more power at it
14:54
to get more performance, you know,
14:56
a lot more performance. I'm not
14:58
sure that's what Microsoft would want.
15:00
If it is that, was it
15:02
all over the Z2 Go? Z2
15:05
Go is remember. Yeah, which is
15:07
basically what, a 6800 U. Yeah.
15:09
Yeah, which is okay, it is
15:11
faster than steam deck, but again,
15:13
you need to throw more power
15:15
at it to get that extra
15:17
performance. 15 watt versus 15 watt
15:20
is extremely unimpressive. So yeah, I
15:22
mean, it's really, really interesting that
15:24
they're doing this, and I think
15:26
it is because they probably do
15:28
need a proving ground, as you
15:30
say, Alex. But my expectations are
15:33
kind of tempered as to what
15:35
it's going to be. I honestly
15:37
think that if you're putting out
15:39
an Xbox that doesn't run Xbox
15:41
games, you know, for example, the
15:43
360 back compartment stuff. I think
15:46
that's a problem, right? Because you
15:48
want your digital library to run
15:50
on your Xbox, really. Let's take
15:52
some supportive questions on this. This
15:54
one from Anctus the Cronode figure.
15:56
Hi DF Crew, we've all now
15:59
heard of... Xbox Ken and the
16:01
Barbariat. I think 2025 would be
16:03
too soon to release it for
16:05
Microsoft as there wouldn't be any
16:07
hardware advantage over other handhelds. I
16:09
mean, it would be great to
16:11
see FSR 4 working on the
16:14
device. What do you think, Giers,
16:16
exclamation point? Yeah, I mean, you'd love
16:18
to see FSR 4, either you'd need
16:20
a back ported version of FSR 4,
16:22
that runs on our DNA 3, or
16:25
you would need... a new APU that
16:27
runs our DNA for. And even
16:29
then, there are problems, I think,
16:31
in terms of its computational
16:34
cost. This one from rave
16:37
underscored Damos in all in block
16:39
capitals. Dear Digital Foundry
16:41
Fellows, I have two
16:43
questions, if that's allowed. I'll
16:46
allow that. Yeah, might as
16:48
well. According to Jess Corden,
16:50
Microsoft is repulsively working on
16:52
Windows updates that add an
16:54
Xbox software shell for PC
16:56
gaming, likely compatible with various
16:58
hardware. Conceivably, this shell
17:00
would work on existing devices
17:03
like the Rog-ALI2 thoughts. I'd say
17:05
yes. If they're putting out
17:07
an OEM Xbox, unless there's
17:09
some sort of... hardware differentiation.
17:11
I don't see any reason
17:13
why it wouldn't run on
17:15
pretty much any APU-based handheld
17:17
system. And I think that's
17:19
fine. And I think Microsoft
17:21
would actually welcome that. The
17:23
more people that are running
17:26
an Xbox-like experience on their
17:28
perspective, the better it's all
17:30
ties into this. This is an
17:32
Xbox beat that they're putting out
17:34
there. Perchance, which... I love the
17:36
way that people sort of adopt
17:38
like... Victoria. Four like language. Whenever
17:40
they address me in questions. But
17:42
chance which, there's a digital foundry
17:44
plan coverage of the Jesus Xbox
17:47
branded PC handheld rumored to arrive
17:49
later this year. Given the hardware
17:51
is likely the same or marginally
17:53
derivative of rogue ally hardware, would
17:55
the focus be on the software
17:57
user experience rather than just performance?
18:00
Absolutely, right? Because, you know, this is
18:02
the big problem Microsoft's got. It hasn't
18:04
got a handheld experience that works, really.
18:06
Windows is really not good. What's this
18:09
question here? I've got one more here
18:11
from Die Hard X86. Sounds like a
18:13
really great YouTube channel. It is. Anyway,
18:15
speaking on the OEM Collabor, Xbox branded
18:18
handheld, I'm a bit confused why Microsoft
18:20
would release another handheld skew instead of
18:22
just updating the current Rogalai slash Legion
18:24
Go. I mean, I don't see why
18:27
they can't do that. Why do you
18:29
think they are doing this? Windows Central
18:31
Jez Gordon mentioned it being a test
18:34
bench for their future hardware efforts, but
18:36
couldn't they get the same data from
18:38
currently available handhelds? Thanks. I think it's
18:40
all about this OEM program and whether
18:43
it's going to work and if it
18:45
is actually Microsoft hardware that's being licensed,
18:47
that's probably going to be one thing
18:49
they're going to do in future with
18:52
their quote-unquote actual handheld. And similarly, you
18:54
know, it doesn't really matter if you're
18:56
running this OS on other handhelds, the
18:58
more the merrier, right? Any final thoughts,
19:01
Oliver? Yeah, I mean, I think there
19:03
is probably some merit to having a
19:05
dedicated device with like a proper Xbox
19:08
button, you know, that's nice to have,
19:10
maybe a more pronounced grip, something like
19:12
that, inching more in that direction, inching
19:14
more in the direction of something that's
19:17
distinctively Xbox there. That could be part
19:19
of it. Also, it's just maybe easier
19:21
to launch in one device with one
19:23
ship set to start with. Maybe they've
19:26
got some special sauce in terms of
19:28
that ship set. you know, something new.
19:30
I guess that could be some, I
19:32
don't know. Maybe something, I don't know,
19:35
unlikely, but perhaps they have something interesting
19:37
from the hardware perspective that would justify
19:39
moving over. But I'd also presume that
19:42
this would be available for PCs to
19:44
use generally and handhelds to use in
19:46
particular as well, other handhelds. Yeah, yeah,
19:48
I agree on that. And yeah, they
19:51
have also S. Of course, which I
19:53
think would be an absolutely fine. to
19:55
have to a handheld based on it
19:57
showing on the Qualcomm, Snaptag and Ex
20:00
Elite surface. Yeah, some sort of all
20:02
in one style upscaler for any game.
20:04
There's certain value to that. I wonder
20:06
if it could be backported to existing
20:09
MD hardware that does have an MPU
20:11
in it. That's certainly an interesting thought.
20:13
Any final thoughts for you on this
20:16
one, Alex? Oh, I was just imagining
20:18
like a like a handheld with like
20:20
a pistol grip on it. You know,
20:22
it would fit really well into the
20:25
gamer aesthetic. Pistol grip, sight rails, hollow
20:27
sight on it. You could imagine what
20:29
it would look like. Okay, let's move
20:31
on quickly. Okay, our next new story
20:34
of the week. Well, it turns out
20:36
that Death Stranding, too, is going to
20:38
be releasing later this year, June, I
20:40
believe, and a pre-order trailer was released,
20:43
and holy crap, it looks really, really,
20:45
really good. Oliver, you were insisted that
20:47
this was discussed in this particular episode.
20:49
It does look absolutely amazing, right? Yeah.
20:52
Insistent is, perhaps, of the same thing,
20:54
but I do think we should definitely
20:56
talk about it this week. because I
20:59
thought it looked quite beautiful. First of
21:01
all, this trailer is apparently captured on
21:03
PS5. It's not totally clear, at least
21:05
the cinematic parts, because the specific wording
21:08
is the in-game cinematics are captured on
21:10
PS5, and that it's a mix of
21:12
gameplay and any cinematics that leaves... The
21:14
gameplay side of things is a little
21:17
bit up for debate and up for
21:19
question, but at least the cinematics are
21:21
captured on PS5 there presumably in real
21:23
time. And I think those cinematic scenes
21:26
look absolutely stunning, like I'm pretty confident.
21:28
These are some of the best directed,
21:30
best looking cutscenes in all of video
21:33
games as you might expect from Kojima.
21:35
The characters are using metahuman tech here
21:37
and I think they look much more
21:39
real than their counterparts in other decimal
21:42
engine games and the horizon games or
21:44
even in the characters from the first
21:46
game. The facial scans look really accurate.
21:48
The likeness of each actor is just
21:51
perfect in a way oftentimes. you see
21:53
in games there's like a little bit
21:55
of inconsistency between the way the actor
21:57
looks and the way their skin looks
22:00
and their hair looks and the their
22:02
portrayal in the game but here it
22:04
just looks perfect throughout. The lip sync
22:07
is very good the characters are quite
22:09
convincingly here. And there's obviously that scene
22:11
at the end as well with the
22:13
two characters kissing with Norman Redis and
22:16
Elias. They do, I think those are
22:18
the names, kissing, not their names, the
22:20
game. And you get that nose bending
22:22
thing and that reminded me a lot
22:25
of that same sequence with Nate and
22:27
Elena in uncharted four that was so
22:29
famous. So it's that nice little detail
22:31
here that they're throwing in there as like
22:34
a kind of a flex almost, that looks
22:36
pretty good. In general, in terms of the
22:38
technology, there were some things that. I'm
22:40
kind of wondering about maybe Alex
22:42
can provide his own insight here,
22:44
but I was thinking about the
22:46
lighting here and I'm not really
22:48
sure about RTGI like there are
22:50
some large-scale environments with pretty good
22:52
indirect diffuse lighting and earlier trailers
22:55
there were some moments where you'd
22:57
like open a hatch and light
22:59
would spill in quite beautifully into
23:01
the scene which seemed quite RTGI-ish
23:03
or potentially these moments of large-scale
23:05
destruction but in any case whatever
23:07
they're doing here looks hugely improved
23:09
over the first game it didn't have
23:11
that like rich physically accurate look as
23:13
much as we're seeing here i think
23:15
in a lot of scenarios that first
23:17
game looked a little bit more stark
23:20
didn't look as as nice as this
23:22
doesn't look as nice as this does
23:24
in that in other areas it's nice
23:26
as this does in that respect in
23:28
other areas it's a little bit less
23:30
in other areas it's a little bit
23:32
less there are less careful to not
23:34
position the camera in a way that
23:36
would reveal occlusion issues too much, but
23:38
at the edge of the screen you
23:40
see that kind of characteristic SSR occlusion
23:43
problem where it's kind of not appearing
23:45
there. But the kind of weird aspect
23:47
of it for me and an aspect
23:49
that I'm kind of throwing my hands
23:51
up and asking some questions about potentially
23:53
is image quality. Now image quality is
23:56
pretty good in this trailer. There are some
23:58
issues with like common pain points. the intersection
24:00
of hair and depth of field, stuff
24:02
like that. Not a big deal at
24:05
all. But I did get a couple
24:07
of pixel counts and they came in
24:09
close to 4K or at 4K, maybe
24:12
slightly under sometimes, but others quite close
24:14
to a 4K match. Those shots are
24:16
all in gameplay at 30 FPS and
24:19
again, the specific platform used to capture
24:21
gameplay was not delineated specifically. But certainly
24:23
I'm thinking like if it was using
24:26
RTGI on base PS5. maybe those numbers
24:28
would be lower, is my thinking, because
24:30
that's not typical we'd see a game
24:33
running at or near 4K with a
24:35
prominent ray trace lighting effect on PS5.
24:37
So that's kind of just throwing a
24:40
couple questions in there because we don't
24:42
know the specifics of what it's captured
24:44
on or if they're using the technique
24:46
in the first place or whatever, there's
24:49
some signs of it here and there,
24:51
but who knows? So yeah, I'm not
24:53
too sure about that or where it
24:56
quite points you, but I think one
24:58
thing you can be pretty confident about
25:00
is regardless of any techniques that may
25:03
or may not be being used there.
25:05
I think the game just looks tremendous.
25:07
I think it's going to be one
25:10
of the best looking current generation games
25:12
out when it arrives, I think on
25:14
June 25th, so it's coming up. I
25:17
see. Getting to your point at hand,
25:19
I, in terms of RTGI, it's really
25:21
hard to point out at this trailer
25:24
because so much of it is dedicated
25:26
to Cutscenes and in cutscenes you have.
25:28
Extremely way to just point lights, turn
25:31
on lights, use soft lights that don't
25:33
have a specular component, you know, there's
25:35
a lot of things you can do
25:38
in rasterization to in a cut in
25:40
a directed camera scenario like you were
25:42
just describing with the SSR where they
25:45
really try and avoid it. Like the
25:47
camera is always like here and the
25:49
camera's always here. It's the perfect place
25:52
for it to be. So they're doing
25:54
a lot there. And so they're doing
25:56
a lot there. since the trailer is
25:59
made up so like if I were
26:01
didn't want spoilers I would not watch
26:03
this by the way it's got so
26:05
much in it but uh yeah so
26:08
like I don't want to actually say
26:10
yes or no on that because so
26:12
much of it is based upon the
26:15
the trailers and also the landscapes of
26:17
a game like Death Stranding, the best
26:19
places that Raster GI works really really
26:22
well, even probe solutions, is rolling, undulating
26:24
hills on such. And the first game
26:26
was made up of a lot of
26:29
that. It wasn't nearly as well indirectly
26:31
let as I would say this was.
26:33
But we also saw improvements in indirect
26:36
lighting between Horizon Zero Dawn and Horizon
26:38
Forbidden West, you know. So I think
26:40
it is possible, even with a raster
26:43
GI solution, given the landscapes in this
26:45
game, to have a much more convincing
26:47
indirect lighting scenario without having to rely
26:50
on ray tracing. It really depends, you
26:52
know. But the resolution and the frame
26:54
rate presentation, I think, is interesting. The
26:57
first game, obviously on PS4 and PS4
26:59
Pro, 30 FPS title, and I would
27:01
be curious to see since we're seeing
27:04
this like this, I think you're seeing
27:06
if this is actually a 30 FPS
27:08
title. It is very, very good looking
27:11
in terms of like all this stuff
27:13
that they're showing here. We already saw,
27:15
especially since it's presented at Native 4K,
27:18
like your pixel counts show. We don't
27:20
know the actual platform PS5 could be
27:22
an umbrella term, but that would be
27:24
an interesting thing. It would allow them
27:27
to push certain things. much harder, especially
27:29
in terms of the way cutscenes are
27:31
directed. If you're not trying to achieve
27:34
a steady 60 FPS and cutscenes, you
27:36
can go crazy with things like how
27:38
close the depth of field is, how
27:41
expensive the depth of field is, things
27:43
like the hair, which is a really
27:45
big part of this. You know, having
27:48
multiple characters in a scene with complex
27:50
hair is expensive at 60 FPS, about
27:52
much more to about 30. You know,
27:55
I'm very... I'm actually very interested to
27:57
see what ends up coming out of
27:59
this. If it looks like this on
28:02
a base PS5 I would be astounded
28:04
on a lot of levels at 60
28:06
FPS. But at 30 FPS I think
28:09
it all seems a lot more realistic
28:11
and in which case I'd be curious.
28:13
about like resolution, DRS, anything like that.
28:16
And in the eventual, this is my
28:18
personal interest, first game was published side
28:20
separately, away from Sony on the PC
28:23
platform, and then kind of brought back
28:25
later with the directors cut. I would
28:27
be really curious to see what they've
28:30
been doing with Decima that might be.
28:32
goes beyond what they've shown in this
28:34
trailer. The first game didn't scale that
28:37
much higher on PC. Maybe this could.
28:39
Historically at least when Cojima was working
28:41
with Fox Engine, one of the things
28:43
that I really loved about MGS5 is
28:46
that they had the high setting that
28:48
they used on consoles primarily, but then
28:50
they had this very high setting which
28:53
pushed out like depth of field in
28:55
a really cool way, pushed SSR out
28:57
in a really good way. shadows and
29:00
stuff. I would like to see that
29:02
more because like the first game, like
29:04
on PC, it still had tons of
29:07
pop in on, you know, while it
29:09
was running at like hundreds of FBS
29:11
on like processors from back then. So
29:14
I would love to see if they
29:16
could push those things out further in
29:18
the eventuality of a PC release. But
29:21
yeah. Cool trailer still have no idea
29:23
what the hell's going on. I guess
29:25
that's fine for those who are into
29:28
this kind of thing. So yeah, everybody
29:30
seems very excited about some kind of
29:32
pseudo metal gear solid association. Like yeah,
29:35
the thing looks like metal gear and
29:37
the dude looks like snake. Yes, basically.
29:39
Yeah. The scalability thing is an interesting
29:42
question Alex because Sony now and you
29:44
know, Guilla Decima. does actually have a
29:46
reason to scale, that reason being PS5
29:49
pro. So you would hope that there
29:51
would be some sort of scalability built
29:53
in just to service the PlayStation 5
29:56
family. Similarly, if there are going to
29:58
be experiments happening or if indeed so.
30:00
is indeed planning its own handheld, they
30:02
would be looking to have some kind
30:05
of thoughts towards that in the future.
30:07
So yeah, maybe there will be some
30:09
sort of scalability to it for PC.
30:12
I'd hope so. Yeah, not really too
30:14
much more to say about this. Oliver,
30:16
you're saying that basically it's native 4K
30:19
on the areas you could discern, right?
30:21
So native 4K are very close during
30:23
the gameplay sections, like lots of fighting
30:26
and explosions, things like that you can
30:28
count. Interesting, yeah. I
30:30
mean, 30 FPS on pro would
30:32
solve a lot of those sort
30:34
of viability questions, right? Yeah, I
30:36
mean, I'd hope that they could
30:38
run into the higher
30:41
framer than PlayStation 5,
30:43
and definitely PlayStation 5
30:45
pro consoles, maybe use that
30:47
in-house gorilla, really impressive up sampling
30:49
there. Hopefully for this title, but I
30:51
don't know that it's present here. I
30:54
wasn't like it didn't look super like
30:56
that to me here It looked a
30:58
little bit sharper and maybe a little
31:00
bit noisier than that But that's that's
31:03
very preliminary given that we're looking at
31:05
just compressed YouTube footage But I wasn't
31:07
getting quite that impression, but perhaps
31:10
they will in the final title adopt that
31:12
who knows all of the Sony first party
31:14
games have had some sort of 60 FPS
31:16
support I believe yeah, so I'd say it's
31:18
probably going to happen for this
31:20
one. You'd think, but you know, 30
31:22
FPS would be fine as well
31:25
for, for, for presentational purposes and,
31:27
you know, certainly looks fantastic. Okay,
31:29
let's move on to the next
31:31
topic. Okay, so this week we
31:33
couldn't get a video of you
31:36
ready in time, but the Verizon
31:38
9, 9950 X3D has arrived, the
31:40
latest and greatest CPU from AMD,
31:42
and I have personal stakes in
31:44
this because I've bought one, and
31:47
here it is. Yeah,
31:50
it's time to upgrade my PC.
31:52
It's time to upgrade my
31:54
PC from the 13900K, which
31:56
has always been a bit
31:58
questioned for that. It used
32:00
to crash a lot, which
32:02
I thought was the issue
32:05
with the high voltage. The
32:07
Bios updates seem to improve
32:09
matters though. It's been relatively
32:12
stable. However, we're seeing big
32:14
performance increases and the thing
32:16
about this Verizon processor is
32:18
that It's the best of
32:21
both worlds, the best of
32:23
all worlds. You want a
32:25
high productivity-based processor for the
32:27
kind of work we do,
32:30
but at the same time,
32:32
you want the X3D cash
32:34
for the gaming side of
32:36
things. And with the previous
32:39
X3D, there's always been some
32:41
sort of. Gotcha, right, when
32:43
it comes to the 16
32:45
core parts. But Wills reviewed
32:48
it. He's put all the
32:50
benchmarks together. I've put some
32:52
notes together based on his
32:55
benchmarks and holy crap, I'm
32:57
glad I bought this thing.
32:59
It looks like a complete
33:01
beast. I just first of
33:04
all wanted to talk quickly
33:06
about video encoding. It seems
33:08
to be marginally faster than
33:10
the 9950X non-3D. which is
33:13
great, blows my 13900K out
33:15
of the water, which is
33:17
great, because video encoding is
33:19
one of the most CPU-intensive
33:22
tasks we do. But the
33:24
gaming side of things, the
33:26
9800X3D was kind of mind-blowing,
33:28
and so it is with
33:31
this. I'm just going to
33:33
go through some of the
33:35
games based on wheels benchmarks
33:38
here. Dragon's Dogmatoo. We've got
33:40
this custom run where we
33:42
just sort of circled around
33:44
the city. And it is
33:47
very CPU intensive. 32% faster
33:49
than the non-X3D product. Wow.
33:51
Which is nuts. This puts
33:53
it on par with the
33:56
9800X3D, 15% faster than a
33:58
14900K. There are a couple
34:00
of scenarios where this thing
34:02
is slightly slower than the
34:05
9800X3D. Starfield. 3D 4% faster,
34:07
but come on 4%. I
34:09
can trade that 4% for
34:11
8 more cores and 16
34:14
more threads for my production
34:16
work. And even so, they're
34:18
20% faster than the 9950X,
34:21
8% faster than the 14900K.
34:23
Mind-blowing. We've got our custom
34:25
run also here in Cyberpunk
34:27
2077 where we just circled
34:30
the cherry blossom marketplace and
34:32
this. This batters the CPU.
34:34
This is another example where
34:36
the X3D, the 8-core 1,
34:39
3% faster, so I don't
34:41
care, you know. 19% faster
34:43
than the non-3D model, 15%
34:45
faster than the 14900K. I
34:48
mean, only crap, this is
34:50
just astonishing. Alex, we have
34:52
to do this one, flight
34:54
simulator 2020. That run over
34:57
New York, which is basically
34:59
super super super CPU limited,
35:01
35% faster than the non-X3D
35:04
model. 35%. That puts it
35:06
on par with the 9800X3D,
35:08
32% faster than the 4900K.
35:10
There are certain games where
35:13
just having the 3D cash
35:15
just gives like a monumental
35:17
boost to performance. And I
35:19
think we can quite safely
35:22
say it's the ones that
35:24
aren't particularly cash-friendly, aren't particularly
35:26
optimal for a senior perspective.
35:28
And I also was quite
35:31
interested in wheels result for
35:33
Farcri-5 because that engine really
35:35
is still driven mostly by
35:37
a single core, but it
35:40
does seem to be the
35:42
case that again the X3D
35:44
makes a big difference. another
35:47
35% win over the non-X3D
35:49
model. The 9800x3D, the 8core
35:51
part, 3.5% faster, but again,
35:53
that's irrelevant. The 14900K comparison,
35:56
wow. 37.5% faster than a
35:58
14.900K, which in turn means
36:00
it's going to be like
36:02
wiping the floor with the
36:05
arrow lake parts. Yeah. Yeah.
36:07
Final one, which kind of
36:09
blew my mind a bit,
36:11
almost to the point where it's,
36:14
well, the first of all of
36:16
benchmarking is if something looks
36:18
wrong, you kind of think it
36:20
is wrong. So maybe I'd like
36:23
to retest this, but it actually
36:25
thinking about it sort of makes
36:27
sense. Boulder 3, Act 3, Alex.
36:29
We've got that custom
36:32
run through the city
36:34
of Boulder's Gate. 48%
36:36
faster than the non-X3D
36:39
model. The reason why
36:41
I actually think the
36:43
benchmark is sound is
36:46
because it is on
36:48
par with the 9800X3D.
36:50
43% faster than 4900K.
36:53
So, Oliver, sitting there
36:55
with your 14700K, A 13700K,
36:57
not even as good as
37:00
that. Yeah, you've been thinking
37:02
about upgrading for a while.
37:04
Yeah, they have. Well, I've
37:06
been contemplating upgrading different computers
37:08
at different points this year,
37:11
but I'm trying to. trying
37:13
to restrain myself to some
37:15
degree. Yeah. But this seems,
37:17
I mean, this seems really
37:20
compelling. It's within a margin
37:22
of error within any 100X3D,
37:24
which is obviously the fastest
37:26
gaming processor by some margin. And
37:28
it basically seems to me really
37:31
on par with 1950X, which was
37:33
already pretty much the fastest content
37:35
creation processor in the business. Yeah.
37:37
For almost anything. So, and they
37:39
also seem to have sorted out
37:41
all the CPU scheduling. that they
37:43
had issues that they had with
37:45
gaming tasks not consistently running on
37:47
the V cash CCD, that seems
37:49
sorted out as well. And they
37:51
also say you don't need to
37:53
reinstall windows between profit or swaps
37:55
necessarily, which is a nice boost
37:57
for ease of use and I'm
37:59
sure for. testing eventually as well.
38:01
So it seems like a really
38:03
strong product, best of all worlds,
38:05
almost any production relevant workload. It's
38:07
the fastest CPU available for Windows
38:10
users. So that's pretty pretty promising.
38:12
I would be very curious to
38:14
see a comparison between this and
38:16
something like the Apple M3 Ultra,
38:18
which I think is probably faster
38:20
in a lot of circumstances. That
38:22
would be interesting. Although I don't
38:24
know if you consider that consumer
38:27
level necessarily because Apple doesn't really
38:29
have a... super delineated pro and
38:31
consumer line necessarily, but that CPU
38:33
is obviously very expensive. So yeah,
38:35
I think this is a really
38:37
promising CPU. It's certainly something I
38:39
consider if I was going to
38:42
get a gaming computer upgrade, but
38:44
I think now I would probably
38:46
gravitate towards the 900x3D, just because
38:48
if you're doing testing on it,
38:50
you know 100% that it's going
38:52
to operate. within the parameters you
38:54
probably think it will. There's no
38:56
dual CED stuff, so I would
38:59
just like to eliminate that one
39:01
source of like testing uncertainty. I
39:03
know in the bios you can
39:05
disable the second CCD if you
39:07
want to, but that seems like.
39:09
But nobody's ever going to do
39:11
that really. If it was just
39:14
it was just for casual use,
39:16
then I think the 900X30 or
39:18
the 9950X3D rather is a really
39:20
compelling CPU, but if you're doing
39:22
like testing on it, I think
39:24
900X3D is just a bit more
39:26
reliable in that respect. Alex thoughts.
39:28
I'm just listening for the crickets
39:31
coming from Intel here and they
39:33
don't got anything man, got nothing.
39:35
It's crazy. The AMD dominance is
39:37
glorious. I really love the X3D
39:39
chips, like Rich, I switched from
39:41
a 12900K and for me there,
39:43
like the aspects of the 12900K
39:46
and that system that I really
39:48
like, but for me, actually the...
39:50
The E-cores were always the biggest
39:52
problem, kind of like the 7950
39:54
X-3D parts, etc., where you wouldn't,
39:56
with the Gremlin's... the system, you
39:58
were sure if you were getting
40:00
the proper performance you should be
40:03
getting due to the fact that
40:05
scheduling was maybe not prioritizing the
40:07
right cores. And that really pushed
40:09
me away from that system. There
40:11
were so many times where I
40:13
would go in a game and
40:15
I'd just be like, I'm losing
40:18
performance by having e-cores on. I'm
40:20
losing performance by having e-cores on.
40:22
And that is, if they've really
40:24
cleaned this up based on Will's
40:26
benches, like that they show off,
40:28
this minor is 3 to 4%
40:30
lower than 9x3D is like you
40:32
said, completely irrelevant. No one cares.
40:35
And if they really did clean
40:37
that up, then this is a
40:39
great multi-purpose processor because you're getting
40:41
that extra width when you really
40:43
need it for the task that
40:45
we do. I'd be very curious
40:47
to see how it scales also
40:49
in like crazy recording casts. 8k
40:52
60 was like super high quality
40:54
like we have the ability to
40:56
do that or even you know
40:58
like 4k 120. Yeah that's a
41:00
good point yeah yeah we'll get
41:02
on to the platform in a
41:04
second Alex yeah and and I
41:07
was very curious about all those
41:09
things also the boards that you
41:11
attach with it I'm always really
41:13
curious about like how many PCIE
41:15
lanes this thing would have because
41:17
I extensively use all of them.
41:19
So yeah that's all these kind
41:21
of things and I think this
41:24
sounds like an amazing product. What
41:26
is the retail MSRP? Oh well
41:28
this is where we start going
41:30
into you know into Hebe Dragons
41:32
territory. Because the, well, I understood
41:34
that this thing in the UK
41:36
costs £659, right? That'd be good.
41:39
Which is like 200 more than
41:41
the 9800X3D, which I think is
41:43
actually a good price. I ended
41:45
up paying 700 pounds from a
41:47
highly reputable supplier in the UK,
41:49
simply because all of the other
41:51
suppliers in the UK were charging
41:53
700 pounds for it. So, yes,
41:56
I was scalped, buyer retailer. And
41:58
that's unacceptable. And, you know, again,
42:00
you know, what's going on in
42:02
the PC hardware market is, it's
42:04
kind of like... Well, I guess
42:06
you could call it capitalism and
42:08
the laws of supply and demand.
42:11
But, you know, it doesn't seem
42:13
to happen with other areas of
42:15
consumer electronics, right, in terms of
42:17
anything that isn't a PC part
42:19
specifically. You know, if I want
42:21
to buy a Samsung S25 Ultfor,
42:23
I go to the Samsung website,
42:25
I see the MSRP there and
42:28
I buy one, you know, if
42:30
I want a new Mac. same
42:32
difference, right? If I want a
42:34
PlayStation, it's very rare that I
42:36
go to Amazon and see Amazon
42:38
trying to rip me off, you
42:40
know, what's going on here? This
42:43
has got to be sorted out.
42:45
It's completely nuts. Let's talk about
42:47
the platform, Alex, because yes, I
42:49
do want to actually work with
42:51
this thing. That's the key point
42:53
of it. It's a personal PC,
42:55
but I am going to be
42:57
using it for my workstation. And
43:00
yeah, there's a problem with PCIE
43:02
lanes that hasn't been solved since
43:04
the end of the high-end desktop
43:06
line. And the, I've got an
43:08
Aseuss X67E, X670E, pro art, create
43:10
a board. Oh, that's a good
43:12
one. Yeah, it's, it's got, basically,
43:15
the lanes can be quite intelligently
43:17
divided, so you have two Aetex
43:19
lanes, if you want them, across
43:21
two slots, and then a four
43:23
X lane that comes off the,
43:25
the, the chipset. So in theory
43:27
then. I can have my GPU
43:29
on one of the X8 slots,
43:32
and I can have the 8K
43:34
capture card on the next X8
43:36
slot, it leaves an X8 slot.
43:38
And then we can have a
43:40
4K card on the X4 slot.
43:42
So that that should work. I
43:44
think that's how you've got things
43:46
set up on your system, isn't
43:49
it? Yes, it is. It's an
43:51
older board. It's PCIEE4, and then
43:53
also the bottom can be for,
43:55
but also that limits. I don't
43:57
know what it is like. on
43:59
yours, but that limits how many
44:01
MVMEs I can throw in the
44:04
system? Yeah, I think I can
44:06
have a maximum of four. Okay,
44:08
see, I have a maximum of
44:10
two with the setup on mine.
44:12
That is unacceptable. But as a
44:14
result, they're very high capacity ones,
44:16
and then the rest is going
44:18
through SATA on my end for
44:21
like longer cold storage kind of
44:23
stuff. but not really cold, it's
44:25
warm. But yeah, that's what I'm
44:27
always serious about. Yeah, it's happened.
44:29
It's an SSD Saturday. They don't
44:31
get that hot anymore. But the,
44:33
yeah, that's the always thing for
44:36
my like my buying preferences for
44:38
these things, which really to look
44:40
for it, because like lately also,
44:42
I updated the bios on my
44:44
board and I've been struggling with
44:46
PCI since then a little bit
44:48
occasionally. Some gremlins that I'm trying
44:50
to chase. And if I just
44:53
had enough from the get go,
44:55
from the get- from the get-
44:57
from the get-go, I wouldn't- chasing
44:59
these things anyway. So that would
45:01
be my upgrade direction to ensure,
45:03
because I use like Rich, I
45:05
use a 49D as the GPU,
45:08
then depends on the capture card.
45:10
it depends for the like 4k
45:12
60 or 4k 121 depends on
45:14
what I'm capturing because I'll use
45:16
the one that has more flexibility
45:18
with HDR for example as well
45:20
as work it works better with
45:22
my PlayStation 5 pro and then
45:25
on the bottom of that I
45:27
have an analog capture card which
45:29
is 4x and definitely uses that
45:31
when I'm doing something like 1080P
45:33
and I want to use RGB
45:35
with that actually because low resolution
45:37
content You can't really be decimating
45:40
the chroma on it because it
45:42
looks really really bad. So when
45:44
you do your zooms and stuff
45:46
especially. Yeah, so you really don't
45:48
want to do that. Depending about
45:50
also what I'm recording, I want
45:52
more than 422 or 420. I
45:54
want 444 occasionally. And these are
45:57
things that I need all the
45:59
PCIEE for. And that's not a
46:01
guarantee. And your platform sounds great
46:03
though. Well, fingers cost it all.
46:05
works. Yes, that's all I can
46:07
really say. I'm just kind of
46:09
baffled on my main test system
46:12
for GPU reviewing. It uses a
46:14
9800x3D. High-end-a-soosboard. It's got two PC-I-E
46:16
slots. I mean if
46:18
I'm buying a high-end-a-sus-board
46:20
I'd kind of like more than
46:22
two PC-I-E slots. It's kind
46:25
of a bit bizarre right? you know,
46:27
that first memory training you're going to
46:29
have when you turn on the board.
46:31
Yeah, it is a little scary because
46:34
you're not sure what's going on. So
46:36
get used to that. And also get
46:38
used to, since this is your first
46:40
like, I think it's the first time
46:42
you'd be using a Verizon platform for
46:45
your main editing rig, right? Yeah. The
46:47
memory training as well as sending out
46:49
whether or not to use memory
46:51
context restore, I've had less luck
46:53
with it than other people. I
46:55
would say what is it first
46:57
of all? Okay so memory conduct
46:59
restore remembers essentially the settings that
47:02
the memory training does from like
47:04
the previous boots so it doesn't
47:06
have to do it to the
47:08
same degree but the problem is
47:10
I've had boot errors when that
47:13
thing starts it doesn't get to post
47:15
ever if I use it. That is
47:17
problematic but maybe you're luck
47:19
gear than me. Okay. Well, I'll
47:21
keep everyone posted there. GPU-wise, I
47:23
currently use a 4080, which I'm
47:26
quite happy with. The main reason
47:28
I use the 4080 is that
47:30
there's, you know, wasn't useful for
47:32
anything else. You know, it was
47:35
that weird kind of in-between a
47:37
GPU. Obviously, for most of our
47:39
sort of high-end testing, we use
47:42
the 1490. I guess I could use
47:44
a 4090 now, the 5090, but yeah,
47:46
I'll keep your posted. Anyway. That's going
47:48
to be fun to build. But
47:50
until then, let's move on.
47:52
Interesting news story this week.
47:54
It's been rumored for some time
47:57
that oblivion is actually going to
47:59
receive... a remake, a remaster perhaps,
48:01
and it's going to be running
48:03
on Unreal Engine 5. Lots to
48:05
talk about on this one, Alex.
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49:05
The venture to suggest it's going
49:07
to be one of these things
49:09
similar to the way Blue Point
49:11
handles Remasters or the way I
49:13
think the new Metal Gear Delta
49:15
works, where Unreal Engine is essentially
49:17
a wrapper around the original engine.
49:19
Possibly that would make sense. I
49:21
just can't imagine Unreal Engine 5
49:24
being able to do things that
49:26
the original Bethesda engine does. Yeah,
49:28
I'd agree with that. All the
49:30
things, they would have to essentially
49:32
reprogram everything into Unreal engine five.
49:34
And it seems like an absolute
49:36
waste of time when the game
49:38
play code is already there. And
49:40
you could almost like RTX remix
49:42
essentially replace the rendering. That is
49:44
much more doable. I'd be very
49:46
curious though what that CPU workload
49:48
looks like. I would be very
49:50
curious to what that looks like.
49:52
I think this is a really
49:54
cool idea because there's a really
49:57
great opportunity. here to fix aspects
49:59
of oblivion along with giving people
50:01
access to a game that, you
50:03
know, a lot of people are
50:05
younger and maybe didn't play it
50:07
on Xbox 360 or PS3 or
50:09
PC back in the day. And
50:11
this is a really great opportunity
50:13
to play it again and maybe
50:15
go back in and tweak some
50:17
things. On the visual side, I
50:19
think what they need to do...
50:21
is ensure that is very bloomy
50:23
and strange looking just like the
50:25
original. Is that a technical term?
50:27
That is a very technical term.
50:30
Bloomy and strange. I think that's,
50:32
there's a white paper on that
50:34
one. And the, they also, you
50:36
know, water looks, needs to look
50:38
great. It needs to be wonderfully
50:40
green. It's got to have those
50:42
teals, everything, you know, there's, there's
50:44
a certain look that I think
50:46
they abandoned after. That when they
50:48
moved to Skyram where it was
50:50
much more earthen toned and Oblivion
50:52
almost looks like a fantasy novel
50:54
cover that you'd pick up at
50:56
like a like a one dollar
50:58
store It's very very very particular
51:00
look that I hope they maintain
51:03
On the gameplay side I would
51:05
be really excited to see them
51:07
get it get rid of auto
51:09
leveling of the world alongside you
51:11
I always thought that took out
51:13
the entire RPG element of the
51:15
RPG it was like you would
51:17
you would get better but then
51:19
your enemies would get better so
51:21
you the sense of progression was
51:23
limited to abilities which just kind
51:25
of scaled in a way that
51:27
wasn't ever satisfying. People like to
51:29
farm in our refugees you couldn't
51:31
really farm in oblivion other than
51:34
getting a bunch of stuff. It's
51:36
also an opportunity to revisit some
51:38
of the the dungeons. There's a
51:40
lot that can be done here,
51:42
but there's only so much that
51:44
can be done at the same
51:46
time if they do end up
51:48
using the gameplay code from back
51:50
then. I'd be curious to see
51:52
if the game actually does run
51:54
above 60 FPS without causing big
51:56
issues. The original game has big
51:58
issues above 60 FPS. I'd be
52:00
curious to see also. If they
52:02
would keep in the junkie animations
52:04
from the original game, or if
52:07
that would be, that would be
52:09
a different thing entirely. I don't
52:11
know what is technically possible. This
52:13
would be the first time, one
52:15
of the first times we've seen
52:17
something scaled from this generation of
52:19
hardware in this manner. So there's
52:21
a whole lot of open questions
52:23
I've had, but apparently it's also
52:25
like imminent, like it might be
52:27
shadow dropped. Yeah, yeah, this is
52:29
the report that's apparently from noted
52:31
leeker, Nate's to hate. I say
52:33
leeker, basically he's report, this is
52:35
the thing that kind of I
52:37
find quite frustrating is, is totally
52:40
irrelevant, but he's not the leek,
52:42
he's reporting a leak. He hasn't.
52:44
He didn't leak it. He doesn't
52:46
work for Bethesda or whoever. But
52:48
yeah, anyway, there is an interesting
52:50
leak here saying that yes, there'll
52:52
be some marketing soon and then
52:54
the game will be available very,
52:56
very soon after, which I'm quite,
52:58
you know, I'm on board with.
53:00
There's also discussion on what's going
53:02
to be changing. Six-v-worked systems, according
53:04
to this video games conical report,
53:06
which includes stamina, sneaking, sneaking. Blocking,
53:08
aren't you? He hits the action
53:10
and HUD. Yeah, improvements to the
53:13
game's blocking system have reportedly been
53:15
inspired by souls like games, while
53:17
sneak icons are now highlighted in
53:19
the new system according to MP1ST.
53:21
So it does look as though
53:23
they are going to be making
53:25
some gameplay changes at least. It
53:27
seems to be that Virtuos is
53:29
working on it, which they've got
53:31
a bit of a spotty track
53:33
record. Just thinking back to that
53:35
45 FPS cap on the arch
53:37
of asylum. Yeah, yeah, choice, necessarily.
53:39
All right. Any thoughts on this
53:41
one, Oliver? This project has been
53:43
like rumored for so long now.
53:46
I think it initially leaked out
53:48
in the ACTA. lizard court documents
53:50
with the Microsoft acquisition. Way back
53:52
when that previewed the original design
53:54
for the next generation Xbox and
53:56
other things, but here it sounds
53:58
like the graphics are going to
54:00
be probably fully remade in UE5.
54:02
I have seen some fan efforts
54:04
that I've taken the original models
54:06
and environment and things like that.
54:08
from oblivion into unreelension five and
54:10
it actually looks pretty all right
54:12
there with the improved lighting and
54:14
things like that. But I'd presume
54:17
here it will be a more
54:19
substantial effort given the time and
54:21
amount of money they presumably poured
54:23
into this. But I think it
54:25
would probably still have some of
54:27
the same limitations as the original
54:29
just in terms of the way
54:31
the game is structured like I'd
54:33
presume the game is still going
54:35
to be segmented in the same
54:37
way for gameplay purposes like. having
54:39
the cities as separate areas, having
54:41
individual in shops, things like this,
54:43
buildings, yeah, caves, things like that
54:45
in separate areas. I'd hope though
54:47
that there are some gameplay systems
54:50
that could touch up, like Alex
54:52
said, that level scaling was kind
54:54
of awkward. And that was actually
54:56
a problem in oblivion. It wasn't
54:58
just like an issue in terms
55:00
of game player progression. It was
55:02
also an issue in terms of
55:04
having NPCs die very easily because
55:06
the NPCs wouldn't scale and level
55:08
in the same way that the
55:10
enemies did. So if you were
55:12
trying to complete some end game
55:14
missions, but you were already a
55:16
very high level, like you completed
55:18
a lot of the side content,
55:20
your companions would just get one
55:23
shot by these demons. It was
55:25
quite bad. So yeah, my own
55:27
personal experience with Oblivion, I got
55:29
it on day one on both
55:31
360 and PC. I was super
55:33
excited for that. Although I remember
55:35
playing it on PC and actually
55:37
being more. I'm excited with the
55:39
visuals, even though I had a
55:41
weaker PC than on my Xbox,
55:43
just because I think blown up
55:45
to a 40-inch TV, the game
55:47
did not look quite as appealing
55:49
to me as it did on
55:51
my PC. I also probably had
55:53
better anisotropic filtering setting on PC
55:56
at that time. There's still some
55:58
elements of it that look visually
56:00
pretty awkward, even though at the
56:02
time it looked pretty good, like
56:04
the billboard trees. the pretty limited
56:06
use of shadow maps. And yeah,
56:08
that bloom effect. I'm not so
56:10
keen on that. I love it.
56:12
I thought a huge fan of
56:14
it. And also like there are
56:16
some weird quirks that I don't
56:18
know if they're gonna overcome these
56:20
or address them in some way,
56:22
but like the creation engine terrain
56:24
system. was pretty limited as far
56:26
as I recall, like you had
56:29
these rolling hills and nothing more
56:31
kind of angular or overhanging than
56:33
that in terms of the terrain.
56:35
That was also an issue in
56:37
Fallout 3 and Fallout New Vegas
56:39
and I think it was overcome
56:41
to some degree by the time
56:43
Skyman came out it looked a
56:45
lot better in that respect at
56:47
least. There's also issues with the
56:49
VO like famously the male VO.
56:51
was mostly done by one voice
56:53
actor for the non-named NPCs, or
56:55
not the non-named NPCs, but just
56:57
the less prominent NPCs. You had
56:59
like board Patrick Stewart in there,
57:02
but you didn't have a whole
57:04
lot of variants between like the
57:06
male orks and the male, you
57:08
know, humans of different kinds and
57:10
things like this. That was not
57:12
so good. But yeah, there are
57:14
number of areas they could touch
57:16
on, but also there's a certain
57:18
charm to oblivion, and a certain
57:20
charm to how like broken the
57:22
radiant, the radiant AI could be
57:24
radiant AI could be. and certain
57:26
charm to the voices and charm
57:28
to board Patrick Stewart and charm
57:30
to like the way the faces
57:33
look so awkward. I don't know
57:35
what elements necessarily that you want
57:37
to improve in a really wholesale
57:39
way to get it up that
57:41
modern experience or if you want
57:43
to kind of leave it in
57:45
the middle a little bit and
57:47
have some of that kind of
57:49
rustic elements still in the mix
57:51
potentially for for players. I'm reminded
57:53
of Star Trek the animated series
57:55
Alex where basically Scotty and Nurse
57:57
Chapel did all the other voices.
57:59
They all sound like variations have
58:01
the same human. Okay well it
58:03
sounds as though we should be
58:06
finding out about this sooner other
58:08
than later if these rumors are
58:10
to believe so yeah I guess
58:12
we'll be on top of that
58:14
if and when it emerges. With
58:16
that let's move on. So I'll
58:18
find on used topic of... the
58:20
week and this was a report
58:22
that was sourced by Tom Warren
58:24
at the verge where a video
58:26
emerged of Sony's experimentations with AI
58:28
conversations with characters in games. We've
58:30
seen it all before with Envideo's
58:32
Ace. character. And Alex, I don't
58:34
know if you saw that video,
58:36
but it was basically exactly the
58:39
same, right? As Ace. Well, a
58:41
lot less polished, I would definitely
58:43
say. In terms of Asian fashion.
58:45
Yeah. Yeah. Yeah. Aloy had some
58:47
very interesting ticks going on there,
58:49
which didn't quite match her character.
58:51
No, didn't. I think this is
58:53
a... both a good and a
58:55
very bad thing at the same
58:57
time. It's both it's good in
58:59
the aspect that you can imagine
59:01
in a game that you can
59:03
have more dynamic branching conversational options
59:05
with non-quest like central non-main quest
59:07
at PCS. Presuming the actors sign
59:09
off. or maybe there's just fully
59:12
generated voices. You know, the big
59:14
deal, the big problem I have
59:16
with this is that they use
59:18
Aloy here and there's a very
59:20
specific person who voices Aloy and,
59:22
you know, their creative artistic work,
59:24
their licensing their voice for the
59:26
product, and, you know, there's just
59:28
like in the movie industry. There
59:30
has to be a way to
59:32
have your image, your voice, your
59:34
likeness be almost your own thing
59:36
that you're selling and you get
59:38
that money after the fact when
59:40
they do reruns of a show
59:42
or they re-release a show. And
59:45
that's something that needs to be
59:47
kind of thought out in the
59:49
system if we're going to be
59:51
using AI-generated likenesses and voices for
59:53
games. And that's the one area
59:55
that I'm... I think is really
59:57
morally gray and not good. But
59:59
in terms of what it could
1:00:01
mean from a gameplay perspective, it
1:00:03
could be enriching to an experience
1:00:05
if it is done well and
1:00:07
not awkward and there isn't tons
1:00:09
of delay and all these other
1:00:11
things like we saw with cloud
1:00:13
gaming where you can imagine experience
1:00:15
but it's a matter of getting
1:00:18
there with all these steps in
1:00:20
terms of latency. and believability. So
1:00:22
you're imagining a scenario there that
1:00:24
is completely odds with the video
1:00:26
that we saw. It is complete.
1:00:28
Yeah, that's, I was being very
1:00:30
generous. Did not look good at all.
1:00:32
Yeah, and also like, this is, this,
1:00:34
the character I would have used for,
1:00:37
it's really bizarre that they chose Aloy.
1:00:39
There are tons of other like
1:00:41
side characters in games that would probably
1:00:43
be way better fit. I don't know.
1:00:45
Right. What do you think? I'm very
1:00:47
interested in all of his take on
1:00:50
this bearing of ideas on our resident
1:00:52
master of AI. I'm very split on
1:00:54
this. I'm kind of split on this because
1:00:56
I think one issue just comes down to
1:00:58
the actual quality of the demo. It's kind
1:01:01
of low quality and a little
1:01:03
bit bizarre. It doesn't make sense
1:01:05
fundamentally within the context of the
1:01:07
games or anything related to the
1:01:09
games that Aloy would just be
1:01:11
sitting there addressing the player. or some
1:01:13
stranger in the game with basically a
1:01:15
Wikipedia synopsis of the game's plot. And
1:01:17
also in the context of a game,
1:01:20
the player character would never ask the
1:01:22
question, I have some questions about horizon.
1:01:24
Like the players in the game do
1:01:26
not think of their world as horizon.
1:01:28
It's just a marketing term for the game.
1:01:31
You know, I mean, that's so bizarre
1:01:33
to me. Also, the dialogue is not
1:01:35
written by, like, alloy dialogue would be,
1:01:37
the quality of the voice synthesis is
1:01:39
very low. It doesn't sound like the
1:01:41
actor at all, Ashley Birch, either. Obviously,
1:01:43
there are some issues, obviously, that Alex
1:01:45
has talked about with using a voice
1:01:47
clone of the actor. without some kind
1:01:49
of arrangement potentially but it doesn't sound
1:01:51
like her and that's very off-putting because
1:01:53
this is a distinctive character but it's
1:01:55
a very generic voice. The automated lip
1:01:57
sync is actually pretty good here but the
1:01:59
rest of the face... animation is otherwise very
1:02:01
static and a little bit awkward
1:02:03
like the eyes are not always
1:02:05
looking in the direction of the
1:02:08
player it looks a little strange
1:02:10
there. The tech stack they're using
1:02:12
which apparently is GPT4 whisper and
1:02:14
llama 3 in some capacity plus
1:02:16
something I'm sure to drive the
1:02:18
animations is not working at the
1:02:20
level that it really needs to.
1:02:22
And I think we have such
1:02:24
high expectations for the characterization of
1:02:27
game characters. Like if you look
1:02:29
at what We as humans see
1:02:31
as high quality plausible representations of
1:02:33
characters in games. We're looking at
1:02:35
titles like Untarted 4 or Hell
1:02:37
Blade 2. These titles that look
1:02:39
really really incredible have a lot
1:02:41
of very careful hand-done work or
1:02:44
these carefully curated cinematic experiences totally
1:02:46
like this. And even relative to
1:02:48
some like of the invidious ace
1:02:50
demos who've seen and stuff like
1:02:52
that, including at CS 2025, this
1:02:54
is not particularly close to that
1:02:56
like And also the video demos
1:02:58
aren't necessarily there in terms of
1:03:00
quality either. But on the other
1:03:03
hand, and this is where I'd
1:03:05
be more positive about it potentially,
1:03:07
is that I think there is
1:03:09
a role for technology like this
1:03:11
in games, especially games that are
1:03:13
built around this tech where you
1:03:15
can maybe see past some limitations
1:03:17
that are kind of inherent to
1:03:20
the tech in the moment. I
1:03:22
think about the game facade, which
1:03:24
is a game I'm thinking a
1:03:26
lot about recently, which is a
1:03:28
game from 20 years ago where
1:03:30
basically you could type in your
1:03:32
response to characters at a dinner
1:03:34
party who are having some kind
1:03:36
of marital dispute. That's amazing. Yeah,
1:03:39
and it had this kind of
1:03:41
hand-coded AI system that could kind
1:03:43
of do a rough kind of
1:03:45
sentiment analysis on what you were
1:03:47
saying or respond to keywords. It
1:03:49
was very, very crude. But I
1:03:51
imagine the game like that nowadays,
1:03:53
nowadays, using... a system like this
1:03:55
could actually be very compelling and
1:03:58
maybe could give you a much
1:04:00
more dynamic gameplay experience. So I'd
1:04:02
really try to think about the
1:04:04
kinds of games and applications that
1:04:06
would enable experiences above and beyond
1:04:08
where games are now in terms
1:04:10
of that dynamism, in terms of
1:04:12
responding directly to like intimate and
1:04:15
intricate player feedback. That's the kind
1:04:17
of thing that seems really cool
1:04:19
to me. But it's like a
1:04:21
replacement for a voice actor in
1:04:23
a scripted narrative game. I don't
1:04:25
think it'll get to that level
1:04:27
any time soon. State of the...
1:04:29
voice synthesis isn't not very good
1:04:31
in my opinion and you know
1:04:34
I think for dynamic reactions or
1:04:36
dynamic dialogue it could have a
1:04:38
role but I think you always
1:04:40
want to have good acting in
1:04:42
crystal clear sound quality and good
1:04:44
sound quality that matters so much
1:04:46
in the game so I wouldn't
1:04:48
I wouldn't worry about that set
1:04:50
of it too much maybe in
1:04:53
some news people will try it
1:04:55
for that purpose but I'd hope
1:04:57
not too much there I just
1:04:59
think this is the kind of
1:05:01
thing that could enable it experience
1:05:03
that probably we can't even contemplate
1:05:05
in the current moment. Like I
1:05:07
really think it could enable something
1:05:10
that's really quite exciting. But not
1:05:12
in the context of like a
1:05:14
super narrative oriented game. I think
1:05:16
those will always exist. I don't
1:05:18
think it has much of a
1:05:20
place there, but I also don't,
1:05:22
I'm not sure that this demo
1:05:24
is like super intricate, super carefully
1:05:26
put together. I think it's just
1:05:29
something there is showing off behind
1:05:31
closed doors. It's kind of a
1:05:33
cruitable sample, but I don't think
1:05:35
this indicates that. Lots of thoughts
1:05:37
about this, where do I begin?
1:05:39
I've played these ace demos that
1:05:41
Envideo has done, right? And ultimately,
1:05:43
you're being asked to be sort
1:05:46
of like a highly, you know,
1:05:48
it's your agency being injected into
1:05:50
the story. The problem is, whenever
1:05:52
I've had these demos, you know,
1:05:54
you kind of go to the
1:05:56
demo and it's like, well, where
1:05:58
do you begin? What should I
1:06:00
say? What's going on? It's actually
1:06:02
quite difficult to get to grips
1:06:05
with it. And you have to
1:06:07
be deeply immersed in the law,
1:06:09
in the concept, in order, you
1:06:11
almost have to be a role
1:06:13
player as such, an actual role
1:06:15
player. And it just causes fiction,
1:06:17
right? You know, you're just standing
1:06:19
there wondering what to say for
1:06:21
the most part. And then basically
1:06:24
whoever's guiding you through the demo
1:06:26
does exactly that. They say, well,
1:06:28
okay, maybe you should ask them
1:06:30
about this. If you just have
1:06:32
a dialogue tree similar to what
1:06:34
you have now, you just get
1:06:36
through it a lot quicker. You
1:06:38
get reminded of your place. the
1:06:41
story and how it should be
1:06:43
progressing. Giving too much agency to
1:06:45
the player actually makes things somewhat
1:06:47
worse. Also the quality of the
1:06:49
interaction is always this sort of
1:06:51
lag between asking a question or
1:06:53
saying something and getting a reply.
1:06:55
It's just completely immersion-breaking because it
1:06:57
doesn't happen in real life and
1:07:00
that's essentially what they're trying to
1:07:02
do here to make conversations. closer
1:07:04
to real life, but the immersion
1:07:06
aspect of it's just kind of
1:07:08
broken. And I've been thinking a
1:07:10
lot about what this reminds me
1:07:12
of, and I sort of... I
1:07:14
said it to you the other
1:07:17
day, Alice. It's like the old
1:07:19
Frank phone calls with the Arnold
1:07:21
Schwarzenegger soundboard. where, you know, you're
1:07:23
desperately trying to come up with
1:07:25
phrases that fit the circumstances to
1:07:27
sort of make things happen. And
1:07:29
yeah, that's complete with the lag
1:07:31
as well, the all-important lag. Yeah,
1:07:33
the awkward pause when they have
1:07:36
to search for the... For the
1:07:38
correct, aadi sound quote. That's exactly
1:07:40
what it reminded me of. So
1:07:42
I don't really see how this
1:07:44
is going to have any sort
1:07:46
of long-term impacts on narrative-driven games.
1:07:48
But we've got some interesting supporter
1:07:50
questions on it, that's for sure.
1:07:52
This one from Hunter, would you
1:07:55
be open to having Aloy as
1:07:57
a guest on the podcast? I
1:07:59
realize she may not be particularly
1:08:01
well-versed in current technology, but maybe
1:08:03
if she shuffs her stick into
1:08:05
a 50-70 TI and points her
1:08:07
focus at it, she'll have something
1:08:09
relevant to say. Oh boy. This
1:08:12
question, while interacting with chatpots, that's
1:08:14
exactly it, a chatbot, while interacting
1:08:16
with chatpots like alloys, I'd rather
1:08:18
see AI take things a step
1:08:20
further, bringing MPCs and the world's
1:08:22
life in more dynamic, immersive ways,
1:08:24
instead of just reducing them to
1:08:26
basic chatpots. Imagine taking full... or
1:08:28
breaking a fence with your sword
1:08:31
and an MPC reacts dynamically to
1:08:33
quite a fall there? Or what
1:08:35
did that fence ever do to
1:08:37
you? The AI-driven system could generate
1:08:39
endless natural interactions, creating immersion that
1:08:41
studios couldn't afford to fully voice
1:08:43
act. Wouldn't this be more a
1:08:45
more compelling use of AI than
1:08:47
just another chatbot? What are your
1:08:50
thoughts? That's an interesting one. That
1:08:52
is. I just think AI is
1:08:54
going to be used much more
1:08:56
generally for more, you know, to
1:08:58
make NPC's. and like crowd behaviors
1:09:00
are a lot more realistic and
1:09:02
and more context-driven because you know
1:09:04
I think that's probably one of
1:09:07
the big weaknesses of MPCs in
1:09:09
a lot of the open-world games
1:09:11
for example you can do some
1:09:13
crazy stuff and they don't give
1:09:15
a toss. You know there's only
1:09:17
very limited interactions to or reactions
1:09:19
rather to your to your inputs
1:09:21
and it's always a bit immersion
1:09:23
breaking more natural behaviors generated by
1:09:26
AI doesn't need to be sort
1:09:28
of deep, you don't need to
1:09:30
be holding like deep dive conversations
1:09:32
with alloy, it just needs to
1:09:34
be, you know, more realistic reactions
1:09:36
in the game world to your
1:09:38
inputs. I think that would be
1:09:40
far more transformative. Yeah, any final
1:09:43
thoughts, Oliver? Yeah, I mean, this
1:09:45
demo is just a bad... venue
1:09:47
for showing off the best of
1:09:49
AI I am sure they really
1:09:51
just had this behind closed doors
1:09:53
never intended certainly for it to
1:09:55
reach the public indeed they pulled
1:09:57
the videos using a copyright claim
1:09:59
pretty quickly there so I don't
1:10:02
think they intended this as a
1:10:04
finished product at all. You really
1:10:06
need NPCs to be much more
1:10:08
context aware and a character just
1:10:10
mod logging to the camera is
1:10:12
pretty boring, indeed reading off of
1:10:14
Wikipedia to the camera. Again, a
1:10:16
pretty boring experience, but I think
1:10:18
there is probably room for interesting
1:10:21
experiences, maybe indie games, but are
1:10:23
built around this tech, potentially like
1:10:25
a facade. a game like I
1:10:27
mentioned. That could be fun, but
1:10:29
in the interim, most these applications
1:10:31
are not that interesting when they're
1:10:33
just bolted onto existing game concepts
1:10:35
or given very simple monologues. It
1:10:38
needs to be something a little
1:10:40
bit more interesting that I feel.
1:10:42
I'll tell you what Alex, how
1:10:44
about this, an AI-driven Arnold Schwarzenegger
1:10:46
soundboard? Are we killed for it?
1:10:48
Yeah. This episode is brought to
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let's move on. Okay, let's move
1:11:26
on to Support a Q&A. Every
1:11:28
week I post on our paper
1:11:30
and asking our supporters to, you
1:11:33
know, basically pose their questions and
1:11:35
respond to our news topics. And
1:11:37
yes, I choose the best of
1:11:39
other ones we're best equipped to
1:11:41
answer. Gonna start off with a
1:11:43
couple of questions which, yeah, we're
1:11:45
gonna sort of group them together.
1:11:47
Basically, there was quite a big
1:11:49
reaction to our story last week.
1:11:52
where essentially Mark Serti asked, answered,
1:11:54
rather, a bunch of questions we
1:11:56
had about Project Amethyst and the
1:11:58
relationship between PSSR and FSR4. The
1:12:00
upshot being that next year we
1:12:02
should expect to see a variation,
1:12:04
a re-implementation of FSR4, for PlayStation
1:12:06
5 Pro, and that will be
1:12:09
the next evolution of PSSR. Lots
1:12:11
of people basically saying, well, you
1:12:13
know, PSSR's dead. FSR 4 was
1:12:15
taking over, it's a disaster for
1:12:17
Sony, quite baffling reactions I have
1:12:19
to say. Let's talk about these
1:12:21
questions though. Bespoke exclamation point asks,
1:12:23
crazy how even supposedly respectable journalists,
1:12:25
like a not-to-be-named, the verge reporter,
1:12:28
tried twisting what Mark Surdi said
1:12:30
about PSR, into quote-unquote, it fails,
1:12:32
and now we are switching to
1:12:34
FSR-4. The way I see it,
1:12:36
FSR3 equals DLS-3 equals DLS-1. FSR
1:12:38
4, it's better than DLS3, PSSR2
1:12:40
equals DLS3. I'm not sure that's
1:12:42
my time. Hierarchy is interesting. It's
1:12:44
an interesting take. I think that
1:12:47
by the time we get DLS5,
1:12:49
FSR5, 6, BSS34, the super resolution
1:12:51
part of these upscalers will be
1:12:53
indistinguishable from native. No real question.
1:12:55
Don't know why I bothered them.
1:12:57
Just making you an observation. But
1:12:59
can we give a heck yes
1:13:01
for Oliver Seemingly moving above ground?
1:13:04
You're always above ground, Oliver. I
1:13:06
don't think that's... I think so.
1:13:08
You just record at nights, don't
1:13:10
you? That's the bottom line. I
1:13:12
do. It's what, 2 AM here?
1:13:14
3 AM here, quite late. Oh
1:13:16
my God. Anyway, we got this
1:13:18
question and it is actually a
1:13:20
question from Dajarco in brackets Dan.
1:13:23
Happy half not, happy half fortnight
1:13:25
gents, exploration point, been reading Sereni's
1:13:27
comments closely and comparing them to
1:13:29
the stated figures for the RDLA4
1:13:31
GPUs. It seems that in order
1:13:33
to compare RDLA4 GPUs correctly with
1:13:35
the pro, we was determined that
1:13:37
the quote unquote dense tops for
1:13:40
int eight are what's the dense
1:13:42
tops are rather. According to the
1:13:44
9,000 series wiki page and a
1:13:46
few other sorts. 90-70 has 289
1:13:48
in-8 dense tops and the 90-70
1:13:50
XT has 389 in-8-dense tops. It
1:13:52
would seem that all the AMD
1:13:54
marketing for the new GPUs uses
1:13:56
the comically inflated in-4 sparse figures
1:13:59
with certainly also stating that sparsity
1:14:01
is not especially important for the
1:14:03
kind of models that they are
1:14:05
using for PSSR, it would seem
1:14:07
as though the PS5 pro sits
1:14:09
between the new AMD mid-range cards
1:14:11
in terms of dense in eight
1:14:13
tops performance. This is getting dense,
1:14:15
isn't it? It also seems conceivable
1:14:18
that FSR 4 would need to
1:14:20
be performing on the rumored lower
1:14:22
stack cards, i.e. the 1950-slifty slash
1:14:24
1960. In light of all of
1:14:26
this, all of this. Have we
1:14:28
underestimated PS5 Pro or have Sony
1:14:30
pissed on their chips? Okay,
1:14:33
so let's talk about first
1:14:35
of all, I mean, first
1:14:37
of all, we've got this
1:14:39
question of timelines about the
1:14:42
relationship between sodium AMD and
1:14:44
PSR and FSR4. Now, correct
1:14:46
me if I'm wrong, Alex.
1:14:48
Right. PSSR has been in
1:14:51
development with Sony for
1:14:53
like years. Right. And
1:14:56
FSR4 was remarkably,
1:14:58
some might say, seemingly
1:15:01
done in around
1:15:03
nine months, or
1:15:05
certainly in a
1:15:07
much shorter time
1:15:09
period than PSSR.
1:15:11
So the narrative
1:15:14
seems to be from
1:15:16
the Mark Surney side
1:15:19
is that FSSR
1:15:21
research over those years,
1:15:23
probably had an accelerating impact
1:15:25
on FSR 4 development because
1:15:28
it does seem quite unlikely
1:15:30
that AMD would just produce
1:15:32
this remarkably good upscaler so
1:15:34
quickly and out of nowhere.
1:15:36
Well, I mean, yes, I mean,
1:15:38
I imagine there is a back
1:15:40
and forth, but obviously AMD's been
1:15:42
hiring a lot of people in
1:15:44
the interim time to beef up
1:15:47
their machine learning capacity, just like
1:15:49
they hired a lot of people
1:15:51
to beef up the rate tracing
1:15:53
capacity of their business, like in
1:15:55
between after our D&A3 came out,
1:15:57
it's like right around then. And
1:15:59
I. You can just follow the
1:16:01
LinkedIn and get a sense of
1:16:03
that. And you can also see
1:16:05
that on the ML front as
1:16:07
well too. So I think it's
1:16:10
like that kind of combination of
1:16:12
things. But I think the timeline
1:16:14
is the most important part. you
1:16:16
know like you said they had
1:16:18
a council that needed to come
1:16:20
out a certain time to be
1:16:22
a bridging gap in terms of
1:16:24
time between PS5 and PS6 just
1:16:26
like the PS4 pro was and
1:16:28
they needed to have something ready
1:16:31
even if AMD didn't have anything
1:16:33
ready for them so they I
1:16:35
think they rolled a lot of
1:16:37
PSSR on their own initially and
1:16:39
then maybe that some of that
1:16:41
fed back into FSR forward development.
1:16:43
The only one thing I in
1:16:45
regards to the second question that
1:16:47
I will just like contest in
1:16:49
general is we already know from
1:16:52
at least a invidious side of
1:16:54
things that they are for that
1:16:56
transformer model they are no longer
1:16:58
using integer math for that it
1:17:00
is floating point I think it's
1:17:02
relied on their new FP8 performance
1:17:04
primarily unlocked with A to Lovelace
1:17:06
and Blackwell GPUs, so they scale
1:17:08
really well with the transformer model,
1:17:11
whereas when you go down to
1:17:13
the lower models, especially for the
1:17:15
biggest ones, like Ray Reconstruction, which
1:17:17
is huge, it performs a lot
1:17:19
worse on those GPUs. This is
1:17:21
the one thing that we don't
1:17:23
really know about with Peace5 Pro
1:17:25
and Art DNA4, is like... One,
1:17:27
Sparsity may not have anything to
1:17:29
do with it, but in just
1:17:32
general, the question for me is,
1:17:34
like, does PS5, bro, even sports,
1:17:36
Sparsity, who knows, older, invidious, you
1:17:38
be used, didn't, right? Another thing
1:17:40
is, like, is FSR 4, reliant
1:17:42
on this integer 8 masks to
1:17:44
do the work that it needs
1:17:46
to do? And we don't know
1:17:48
that either. So it's a lot
1:17:50
of guessing. I
1:17:53
don't really know, but the the
1:17:55
the porting period to me seems
1:17:57
really long for something. you know,
1:17:59
that arguably if it was in
1:18:01
between our DNA, if it's performance,
1:18:03
that was the most important part
1:18:06
is in between the levels of
1:18:08
our DNA there, the 1970 and
1:18:10
the 1970XT. Well, then it seems
1:18:12
like it would be a simple
1:18:14
porting process, but it's longer. And
1:18:17
I think it may have to
1:18:19
do with the specific math that
1:18:21
they use for it. than actually
1:18:23
the limiting aspect of performance, something
1:18:25
that Oliver also talked to with
1:18:27
a completely different cash structure and
1:18:30
everything, and maybe it needs a
1:18:32
lot more finesting to get in
1:18:34
that than an R-D-N-A-4 G-G-U, even
1:18:36
one that has less theoretical ML
1:18:38
performance, because maybe actually that is
1:18:41
the limiting aspect of performance, something
1:18:43
that Oliver also talked to with
1:18:45
Mark Surney and his interview with
1:18:47
then. So, I don't know, I
1:18:49
just think the porting period after
1:18:52
the fact that they say in
1:18:54
the beginning of 2025, which is
1:18:56
where we now, you'll see this
1:18:58
in titles first in 2026. It's
1:19:00
a pretty long time, actually. So
1:19:02
it's not, it shouldn't then be
1:19:05
an easy process. And the question
1:19:07
is, why is it not an
1:19:09
easy process? Yeah. from my understanding
1:19:11
like PSSR was really built around
1:19:13
the capabilities of the PS5 pro
1:19:16
to be as like fused as
1:19:18
fully fused as possible to stay
1:19:20
on the on-die memory there so
1:19:22
that was like a significant issue
1:19:24
for them and I think when
1:19:26
you look at FSR 4 it's
1:19:29
not it's not even clear if
1:19:31
FSR 4 is fully a CNN
1:19:33
model there's some rumblings that it
1:19:35
might have a transformer component and
1:19:37
getting that all accelerated in a
1:19:40
performance manner on a PS5 pro
1:19:42
which has this very bizarre hybrid
1:19:44
architecture that's based in our DNA
1:19:46
too, but has the RT performance
1:19:48
from our DNA 4, has moments
1:19:51
from our DNA 3 as well.
1:19:53
That's obviously a very complicated situation
1:19:55
there. There are a lot of
1:19:57
things we don't know ultimately, but
1:19:59
I do think that the time
1:20:01
period that is being suggested here
1:20:04
in terms of time to implement.
1:20:06
FSR4 is neural. network for PSSR
1:20:08
certainly does suggest that they have
1:20:10
a lot of work left to
1:20:12
do and indeed they're kind of
1:20:15
tentative about it like it's their
1:20:17
aim necessarily but not necessarily something
1:20:19
they're promising to end users. Yeah
1:20:21
I mean you know just looking
1:20:23
at the original announcement from AMD
1:20:25
it was excited for the co-development
1:20:28
with Sony interactive entertainment on the
1:20:30
models used for the FSR upscaler
1:20:32
so it does sound as a
1:20:34
widely you know, a wide collaboration
1:20:36
as part of Amethyst, you know,
1:20:39
it seems pretty straightforward, right? Yeah,
1:20:41
in terms of this scalability, I
1:20:43
mean, the thing that struck me,
1:20:45
Alex, was that it is quite
1:20:47
a heavy computational load, FSR 4.
1:20:50
I mean, obviously there is an
1:20:52
acceleration element to it because you're
1:20:54
operating from a lower resolution, right?
1:20:56
But in terms of the question
1:20:58
being asked here about, you know,
1:21:00
the 1950 and 1960, well, the
1:21:03
simple solution to that is that
1:21:05
you're likely to be upscaling to
1:21:07
like 1080P or 1440P on those
1:21:09
guards, right, which means that the
1:21:11
computational cost drops way down on
1:21:14
that. So it shouldn't be a
1:21:16
problem. Where things become more interesting
1:21:18
from my perspective is how this
1:21:20
would work on a prospective handheld
1:21:22
implementation or mobile IGBU implementation, let's
1:21:24
say, for an RDA4-based GPU, which,
1:21:27
you know, I think that's one
1:21:29
of the key objectives that AMD
1:21:31
has with FSR4. Maybe it will
1:21:33
be a different model, you know,
1:21:35
a lighter model. We've seen it
1:21:38
work before. Who knows, but that's
1:21:40
kind of the situation there. But
1:21:42
the top situation there, I mean,
1:21:44
Marx only did seem to indicate
1:21:46
that it's broadly comparable with these
1:21:49
new cards, but that's quite interesting
1:21:51
because these cards are considerably more
1:21:53
capable than the PS5 in all
1:21:55
other aspects. So how that... carries
1:21:57
over to PlayStation. Kind of need
1:21:59
a bit more detail there, I
1:22:02
think. Okay, let's move on to
1:22:04
the next question. This one comes
1:22:06
from King Penumbra. Could it be
1:22:08
that Envideo put out the 5,000
1:22:10
series knowing the performance uplift wasn't
1:22:13
amazing, but banking on the next
1:22:15
generation to be a larger node
1:22:17
shrink, sort of how 20 series
1:22:19
to 30 series... Okay, uplift was
1:22:21
followed by the node shrink on
1:22:23
40 series. Well, they would have
1:22:26
known that the performance uplift wasn't
1:22:28
going to be amazing because they're
1:22:30
on the same node. That fundamentally
1:22:32
limits what you can do because
1:22:34
you can't, you know, squeeze more
1:22:37
transistors on, you can't increase the
1:22:39
amount of logic by any meaningful
1:22:41
degree. So they would have known
1:22:43
that, you know, they were going
1:22:45
to be quite limited in that
1:22:48
regard. quite interesting here how the
1:22:50
20 series to 30 series okay
1:22:52
uplift. Sorry, the uplift is described
1:22:54
as being okay when it was
1:22:56
actually pretty awesome. And it was
1:22:58
done on what was effectively a
1:23:01
10 nanometer Samsung process that was
1:23:03
kind of refined and rebranded to
1:23:05
8th nanometer. But yeah, I think
1:23:07
we can safely assume that there
1:23:09
will be a no change for
1:23:12
60 series and there will be
1:23:14
a decent performance uplift there. 50-series
1:23:16
is just being kind of a
1:23:18
bit weird and an anemic from
1:23:20
a hardware perspective, right? Alex. Yeah,
1:23:22
it's it's I don't want to
1:23:25
say it's the most disappointing thing
1:23:27
that invidious put out in a
1:23:29
while. But in terms of on
1:23:31
the software side, I think it's
1:23:33
been one of the more interesting
1:23:36
ones they've had in the long
1:23:38
time. It's just the hardware, the
1:23:40
prices, the prices, and all the
1:23:42
other like. I haven't had driver
1:23:44
issues. I was just complaining to
1:23:47
Rich before we came here. I
1:23:49
actually was experiencing also the black
1:23:51
screen issue on the RTX 5080,
1:23:53
but I didn't know what it
1:23:55
was. I thought I did something
1:23:57
wrong. But it turns out that's
1:24:00
widespread issue. You know, like all
1:24:02
these things that just compound into
1:24:04
it. Regarding the question though, I
1:24:06
don't think it's like some sort
1:24:09
of slight of hand to like
1:24:11
make the next series look better.
1:24:13
I just think it was the
1:24:15
technological financial reality of the time
1:24:18
that the process is not ready
1:24:20
for them at this point within
1:24:22
the schedule of all the other
1:24:25
clients who want to use TSMC's
1:24:27
work. So this is what we
1:24:29
get. The question is, did it deserve
1:24:31
like a full RTX 1000, you
1:24:33
know, upgrade and naming? You know,
1:24:35
should they have pushed, if they
1:24:38
knew that the hardware was going
1:24:40
to be most similar, should they
1:24:42
have pushed also in other directions
1:24:45
like memory, like memory, like, they
1:24:47
are pushing in memory speed, but
1:24:49
they're not pushing in memory capacity.
1:24:51
So I feel like they could
1:24:54
have made this a more interesting
1:24:56
lineup of GPUs just by pushing
1:24:58
the hardware in also appreciable
1:25:00
directions that didn't require a
1:25:03
new process and they didn't
1:25:05
really do that. Mm-hmm. Well,
1:25:07
if I... Yeah, I don't really think they
1:25:09
banked on anything. I think that's...
1:25:11
Not quite correct. I didn't you
1:25:14
just have a design that doesn't
1:25:16
yield huge improvements for gaming. Obviously,
1:25:18
Blackwell is meant for different audiences
1:25:20
here and the results in terms
1:25:22
of efficiency for gaming aren't amazing
1:25:24
or seeing similar to eye sizes,
1:25:26
similar performance across the board. In
1:25:28
some cases, actually less efficient designs
1:25:30
in terms of wattage per frame
1:25:32
rate, wattage per FPS there. I
1:25:34
would expect the 60 series to
1:25:36
have a larger uplift because of
1:25:38
that 3-navator shrink-trink presumably. Hopefully 3
1:25:40
nanometers is a mature process by that
1:25:42
point. I'd imagine they'd have like some
1:25:45
3 n process, much the same as
1:25:47
they have 4 n now in terms
1:25:49
of a customized and video process. But
1:25:51
I also know that some of the
1:25:54
early 3 nanometer products weren't that great,
1:25:56
like my iPhone 15 pro here had
1:25:58
quite poor performance relative to that. expectations
1:26:00
was not actually that much faster
1:26:02
than the previous generation product. So
1:26:05
yeah, I'd hope that that would
1:26:07
be a situation where you're looking
1:26:09
at a more typical generational uplift,
1:26:11
but I wouldn't expect it to
1:26:13
be as large as something like
1:26:15
going from the 30 series cards
1:26:17
to the 40 series cards, where
1:26:19
effectively we're getting two no jumps
1:26:21
all at once, going straight to
1:26:23
the five nano euro and four
1:26:25
nanometer class hardware there. That was
1:26:27
such a huge upgrade. I don't
1:26:29
think we're going to see anything
1:26:31
like that really here. Yeah, I
1:26:33
mean I'm just going to say
1:26:35
what I've been saying in the
1:26:37
past, which is to say that
1:26:39
you're going to be seeing a
1:26:41
lot more software driving quote-unquote performance
1:26:43
improvements. It's just the way it
1:26:45
is as the cost for transistor
1:26:47
is not, you know, scaling to
1:26:49
anything like this sort of thing
1:26:51
we saw previously. These big generational
1:26:53
uplifts are getting more and more
1:26:56
expensive. So of course we're going
1:26:58
to be seeing this balance between
1:27:00
software and hardware and hardware. change.
1:27:02
I think I said that in
1:27:04
the 50-90 review. The problem is
1:27:06
that if you're going to be
1:27:08
doing this via software you need
1:27:10
to have every game support those
1:27:12
software innovations. We've kind of got
1:27:14
there I think to a certain
1:27:16
extent with DLS super resolution. You
1:27:18
know if a game ships now
1:27:20
without DLS that's a problem, right?
1:27:22
We haven't got there with frame
1:27:24
generation. And we certainly haven't got
1:27:26
there with Ray reconstruction, which I
1:27:28
think is crucially important as we
1:27:30
move into the RT era more
1:27:32
dramatically. So yeah, there's a lot
1:27:34
of work to be done in
1:27:36
terms of implementation of software, but
1:27:38
I do think that that's basically
1:27:40
the direction of travel, and that's
1:27:42
certainly what you're going to be
1:27:44
seeing on consoles, which is why
1:27:47
we've got stuff like Project Amethyst
1:27:49
happening in the first place. and
1:27:51
you know Microsoft have their own
1:27:53
AI endeavors happening behind the scenes
1:27:55
which we on the gaming side
1:27:57
all we've seen. so far as
1:27:59
auto SR really, I guess auto
1:28:01
HDI to a different degree. But
1:28:03
you know, that's basically the direction
1:28:05
of travel because the concept of
1:28:07
just scaling up GPUs is kind
1:28:09
of like, you can do it,
1:28:11
but you're going to have to
1:28:13
pay through the nose to enjoy
1:28:15
that to get that extra traditional
1:28:17
performance. Yeah, but. I would expect
1:28:19
to see a new node for
1:28:21
the next generation. And you know,
1:28:23
there's a lot happening with actual
1:28:25
competition seemingly, you know, Intel seemingly
1:28:27
back in the game with their
1:28:29
next process. And, you know, just
1:28:31
the concepts that you don't necessarily
1:28:33
need to go to TSMC to
1:28:35
fabricate your chips. That's probably going
1:28:38
to be a good thing. Yeah.
1:28:40
But who knows? I think it
1:28:42
has been a bit of a...
1:28:44
holding pattern for this particular generation,
1:28:46
but I think absolutely we should
1:28:48
consider, you know, there could be
1:28:50
a possibility that GPU, gen-on-gen uplifts,
1:28:52
would be more like CPU, gen-on-gen
1:28:54
uplifts. I think that's a very
1:28:56
real possibility, and it's ghetto upset
1:28:58
a lot of people, but ultimately,
1:29:00
you kind of need competition to
1:29:02
drive innovation, but if both AMD
1:29:04
and Envideo are kind of on
1:29:06
the same track, that kind of
1:29:08
says that there's an external factor
1:29:10
affecting affecting it affecting it. And
1:29:12
it probably is the fabrication side
1:29:14
of things. Let's move on to
1:29:16
the next question. This one from
1:29:18
Octalima. Something that's been floating around
1:29:20
my mind lately is given the
1:29:22
vast range of graphics games offer,
1:29:24
it's entirely possible that platforms like
1:29:26
the PS4 simply never go away.
1:29:29
Nothing would stop a lightweight indie
1:29:31
game, especially a 2D1, from running
1:29:33
on it in 10 years or
1:29:35
so. If the steam deck is
1:29:37
the bar for current gen, in
1:29:39
theory last gen ports should always
1:29:41
be possible, at least for this
1:29:43
generation, no. Well, actually, actually, I'm
1:29:45
going to go to where you
1:29:47
are on this one, because still
1:29:49
in development is your too big
1:29:51
for steam. 2025 update. I think
1:29:53
he's kind of right in the
1:29:55
way in the sense that you
1:29:57
know there are always going to
1:29:59
be lightweight games that can run
1:30:01
on older GPUs. There's nothing new
1:30:03
in that right but there are
1:30:05
definitely new games that don't run
1:30:07
particularly well on the steam deck
1:30:09
and in terms of this PlayStation
1:30:11
4 comment I think it's simply
1:30:13
the case that people just have
1:30:15
moved on from the PlayStation 4
1:30:17
to the PS5 or whatever so
1:30:20
there's no business case for making
1:30:22
those games. I think people have
1:30:24
moved on and I think ultimately
1:30:26
like the age of the hardware
1:30:28
is just a concern whether that's
1:30:30
a failure concern or whether that's
1:30:32
just people throwing out that hardware.
1:30:34
Obviously if you have a PS5
1:30:36
there's very little reason to have
1:30:38
a PS4 right and as far
1:30:40
as I understand it most PS4
1:30:42
players aren't buying like the hottest
1:30:44
new indie titles, they're playing Fortnite,
1:30:46
they're watching Netflix, they're playing war
1:30:48
zone, they're doing these kinds of
1:30:50
tasks, they tend to not be
1:30:52
as invested in gaming. as perhaps
1:30:54
people who have newer console hardware
1:30:56
and newer PC hardware. And also
1:30:58
at some point, who knows when
1:31:00
this will happen, but Sony may
1:31:02
just flat out stop you from
1:31:04
shipping games on PS4 on that
1:31:06
storefront. Right now on the PS3
1:31:08
Invita storefronts, you can access games,
1:31:11
you can download them, you can
1:31:13
buy them, but no developer publishers
1:31:15
been able to add new games
1:31:17
to those storefronts in years. I
1:31:19
think like five or six years
1:31:21
quite a long time now. There's
1:31:23
also some issues on the technical
1:31:25
side, like newer versions of common
1:31:27
commodity engines may drop support for
1:31:29
these older systems. Certainly rendering systems
1:31:31
in Unreal Engine 5, different systems
1:31:33
do not. are not supported on
1:31:35
that class of hardware for more
1:31:37
advanced games. And I'd also say
1:31:39
that like even if you're dealing
1:31:41
with really simple games, you have
1:31:43
a lot of overhead in the
1:31:45
PS5 and similar systems that can
1:31:47
be useful, especially in the CPU
1:31:49
side. Like it lets you operate,
1:31:51
I'd imagine, higher levels of abstraction,
1:31:53
worry about optimization less for your
1:31:55
simpler games. And you can do
1:31:57
things probably, I mean I presume,
1:31:59
although it's not a great practice,
1:32:02
but like shipping blueprints in games.
1:32:04
that. Maybe there are some things
1:32:06
you couldn't get away with on
1:32:08
a PS4. You could get you
1:32:10
could get away with my PS5
1:32:12
that ultimately is like conducive to
1:32:14
having a healthier maybe development environment
1:32:16
to being able to shift games
1:32:18
in a in a faster at
1:32:20
a faster pace with hopefully with
1:32:22
some fewer people things like this.
1:32:24
And that's what having access to
1:32:26
hardware that is much more powerful
1:32:28
than your game might really need.
1:32:30
That's what it's giving you. So
1:32:32
I think there are some advantages
1:32:34
to just sticking with the newer
1:32:36
hardware there for sure. Alex? That's
1:32:38
one less headache, right? Another platform
1:32:40
to support. I don't know. I
1:32:42
feel like they already have to
1:32:44
support enough if you're an indie
1:32:46
dev. including things like switch, you
1:32:48
know, if you're going to be
1:32:50
focusing on low power anyway, I
1:32:53
think I'd rather hit that really
1:32:55
broad audience rather than the probably
1:32:57
more dwindling over time PS4 audience.
1:32:59
So I think I'll never put
1:33:01
that all together really well. Yeah,
1:33:03
essentially there are some interesting examples.
1:33:05
For example, the developers of No
1:33:07
Man Sky are actually still supporting
1:33:09
the Xbox. in a meaningful way
1:33:11
by adding graphics features that are
1:33:13
running on the new console, selected
1:33:15
ones, but you know, they're porting
1:33:17
them over to the 1X because
1:33:19
it can do it. But the
1:33:21
question is whether there's an audience
1:33:23
for that, and the answer is
1:33:25
probably not. And if you're talking
1:33:27
about a sort of forever platform,
1:33:29
then, you know, we're basically talking
1:33:31
about the PC at that point,
1:33:33
where absolutely there's going to be
1:33:35
indie games that were run on
1:33:37
a 1060, you know, even a
1:33:39
tiny glade. It did. It went
1:33:41
pretty well on the 1060. Yeah,
1:33:44
so that's my thought on that
1:33:46
one. But yeah, and I think
1:33:48
as we move into this sort
1:33:50
of more PC-like era, certainly you
1:33:52
know with Xbox seemingly embracing it,
1:33:54
then cross-gen as a concept could
1:33:56
just kind of like last for
1:33:58
longer and longer and longer. But
1:34:00
it's all going to come down
1:34:02
to the game, so it's similar
1:34:04
to what's happened on Steam Deck,
1:34:06
where there are games that just
1:34:09
don't really run well on it
1:34:11
anymore. But there we go. Let's
1:34:13
move on. Todd Vitesle has this
1:34:15
question. What would you count as
1:34:17
quote-unquote generational leaps for PC gaming,
1:34:20
since it's generally a gradual incremental?
1:34:22
year-on-year improvement versus
1:34:24
large-scale five to eight-year
1:34:26
console lifespans. Interesting in
1:34:28
what you think on
1:34:31
this, Alex, typically a
1:34:33
generational leap is defined
1:34:35
by something that the new product
1:34:37
does that the old product cannot
1:34:39
do. But the PS4, PS5 sort
1:34:42
of generational leap was blurring
1:34:44
the lines a bit. So I'm
1:34:47
curious what would be the equivalent
1:34:49
on PC. Well, similar things you
1:34:51
might have found on console, but
1:34:53
since it's more incremental in terms
1:34:55
of how the updates were handled,
1:34:57
it was a little bit more
1:34:59
blurred. But as you go back
1:35:01
in time, it becomes less blurred
1:35:04
because the hardware more rapidly advanced.
1:35:06
So like, DX8 to DX9 was
1:35:08
huge, just a massive cutoff point
1:35:10
in games. Games just would not
1:35:12
run. Same with, you know, DX7
1:35:14
to DX8 was another thing. Games
1:35:16
wouldn't run. Dix-6 to D-7 was
1:35:19
very similar. But then as you
1:35:21
get into D-X-9-C and above up
1:35:23
to like D-X right before D-X-11,
1:35:25
there was D-X-10 of course, but
1:35:27
it was a feature set a
1:35:29
lot of people didn't use. So
1:35:32
there was this like really
1:35:34
washy period during the Xbox
1:35:36
v-60 era where you still
1:35:38
had D-X-9 game shipping quite
1:35:40
far into that generation. because
1:35:42
they didn't want all the
1:35:44
CPU ever had. Then I
1:35:46
think throughout the X-11, you know,
1:35:49
I actually do think like hardware
1:35:51
ray tracing was a massive cutoff
1:35:53
point and you see that now
1:35:55
in titles are releasing that just
1:35:58
don't work on a name. the
1:36:00
ARX 5700xT, right? Don't work on
1:36:02
the older tiering cards that lacked
1:36:04
RT units. Games that I think,
1:36:06
Aln Wake, too, yeah, it doesn't
1:36:09
work on cards with, it works
1:36:11
now on cards with mess shaders,
1:36:13
but you really should be playing
1:36:15
out on a card that supports
1:36:17
the mess shaders. I think those
1:36:20
are harder cutoff points, but just
1:36:22
the time lag between development has
1:36:24
been so long. On the CPU
1:36:26
side of things, 64-bit was a
1:36:28
big transition point. And sometimes, depending
1:36:30
upon the game, the instruction set
1:36:33
of your CPU, even in the
1:36:35
64-bit era, has been a hard
1:36:37
cutoff point. A lot of games
1:36:39
requiring instructions that do not work
1:36:41
on CPUs that could technically run
1:36:44
the game, but just won't because
1:36:46
they didn't compile it for that.
1:36:48
positively ancient at this point. You
1:36:50
know, so I think there are
1:36:52
some harder cutoffs, DX12, DX11, and
1:36:55
then 64-bit, you know, kind of
1:36:57
there, but SSDs have surprisingly not
1:36:59
been such a big cutoff point
1:37:01
as would have expected. Yeah, interesting.
1:37:03
I guess the last one would
1:37:06
have been DX12 ultimate. with the
1:37:08
hardware RT support and all the
1:37:10
other stuff. That's quite interesting, but
1:37:12
that takes us back to 2018.
1:37:14
It's like 2025 now. It's well
1:37:17
overdue. I suspect there's probably going
1:37:19
to be some machine learning style
1:37:21
generational leap, but it will still
1:37:23
be compatible with quite a lot
1:37:25
of cards. Interesting, any thoughts on
1:37:28
this one on of it? No,
1:37:30
I'm just always thinking of things
1:37:32
in terms of consoles. So, to
1:37:34
me at least at this point,
1:37:36
especially because consoles are basically just
1:37:39
PCs, you can map console generations
1:37:41
onto what a PC generation might
1:37:43
look like for equivalent kind of
1:37:45
mid-range class hardware, but I would
1:37:47
say there's been a recent split
1:37:50
in the capabilities of the Envidia
1:37:52
hardware versus Everett. in terms of
1:37:54
ray tracing, in terms of path
1:37:56
tracing, in terms of machine learning
1:37:58
performance and associated technologies. So, you
1:38:01
know, I could imagine looking back
1:38:03
and saying, well, actually, the PlayStation
1:38:05
5 generation might have been an
1:38:07
eight-year generation, but if you look
1:38:09
at Comp. One video hardware, maybe
1:38:12
it was only like a four-year
1:38:14
generation until you were at the
1:38:16
state where a mid-range harder was
1:38:18
like at that PS6 level, you
1:38:20
know, it's maybe we're there already
1:38:22
in terms of. the next console
1:38:25
generation on any of the hardware,
1:38:27
but who knows, they're really, I
1:38:29
think it definitely involves judgment calls,
1:38:31
but I'd try to map it
1:38:33
onto console generations for the most
1:38:36
part. Yeah, it is interesting that,
1:38:38
it's almost the case that the
1:38:40
hardware is now coming before the
1:38:42
actual. enabling generational leap from the
1:38:44
API side. Which is kind of
1:38:47
nuts, right? Let's move on to
1:38:49
the next question. This one from
1:38:51
Paul Calamato, with the PC-centric direction
1:38:53
that Microsoft is rumoured to be
1:38:55
heading towards when it comes to
1:38:58
hardware, do you foresee the Xbox
1:39:00
Series X becoming a highly sought-out
1:39:02
retro console in the future? If
1:39:04
quote-unquote Xbox... just became the branding
1:39:06
for UI mode in Windows for
1:39:09
PC handheld and console-like devices, presumably
1:39:11
the games library and licenses would
1:39:13
all be left behind on the
1:39:15
legacy consoles, leaving the Series X
1:39:17
as the most capable system for
1:39:20
accessing all of the content from
1:39:22
the old console ecosystem. I think
1:39:24
from one perspective that's probably quite
1:39:26
right, but more to the point
1:39:28
from the idea of physical media.
1:39:31
you're going to need it because
1:39:33
you know your series S it
1:39:35
hasn't got a disk drive right
1:39:37
so it's it kind of rules
1:39:39
out being able to access all
1:39:42
of your old 360 and OG
1:39:44
Xbox games right the series X
1:39:46
does have the the disk so
1:39:48
it can fulfill that task however
1:39:50
I think the thing that maybe
1:39:53
Paul Calabata is possibly overlooking here
1:39:55
is the concept that well What
1:39:57
if your Xbox library of console
1:39:59
games will run on your PC
1:40:01
in the future? On your PC-like
1:40:04
device that Microsoft produces, that's almost
1:40:06
certainly going to happen. The question
1:40:08
is whether it would also happen
1:40:10
to Windows more generally. Because I
1:40:12
think Microsoft are going to try
1:40:15
and do something along that to
1:40:17
make every PC and Xbox. That
1:40:19
would be the direction of travel.
1:40:21
But you do need to have
1:40:23
access to that digital library in
1:40:25
order to be able to like
1:40:28
compete with Steve, you know, which
1:40:30
is basically again the kind of
1:40:32
software side of the forever platform
1:40:34
that the PC is. Thoughts, Alex?
1:40:36
I see it exactly like you.
1:40:39
I also really though want to
1:40:41
see. Like, I think Series X
1:40:43
will fill that niche for some
1:40:45
people who have the box copies
1:40:47
of Xbox games. Like you just
1:40:50
said, I do think the adoredly
1:40:52
all digital is the next Xbox.
1:40:54
Yes. Like, they've been trying to
1:40:56
do it since the Xbox one
1:40:58
and they've kind of gotten there
1:41:01
already. And that's just the final
1:41:03
step, the fact that Xbox series
1:41:05
consoles haven't sold so well. they're
1:41:07
going to be all in on
1:41:09
that digital future next time around.
1:41:12
And I think that is a
1:41:14
good place to have an Xbox
1:41:16
series exponentially, if you still want
1:41:18
to play those games. But I'm
1:41:20
of the opinion that Microsoft's going
1:41:23
to make a way to make
1:41:25
it so that you carry your
1:41:27
digital library at least up to
1:41:29
the newer PC-like ecosystem, including Xbox
1:41:31
360 releases. Just not sure how
1:41:34
they're doing it yet, but I
1:41:36
hope it's pretty much. as seamless
1:41:38
as can hopefully be with no
1:41:40
ugly stream-your X-box 360 game option.
1:41:42
I don't know. Yeah, that would
1:41:45
be outrageous. I mean, fundamentally, those
1:41:47
emulators are software which are running
1:41:49
on an X-86 processor with a
1:41:51
radio on GPU that's DX compliance.
1:41:53
So I don't see what... you
1:41:56
couldn't do it. Yeah. And originally
1:41:58
came out also during the Xbox
1:42:00
One era when Xbox One was
1:42:02
not even using DX12 yet, if
1:42:04
you remember that? Yeah. Like there's
1:42:07
like the whole, the mono driver,
1:42:09
etc. I don't go back in
1:42:11
time. Sorry. But like, it was
1:42:13
originally created at a time when
1:42:15
it wasn't even completely low level.
1:42:18
So this should be eminently portable
1:42:20
to PC. Please bring that to
1:42:22
PC, right? Yeah. I don't think
1:42:24
it'll be a much a retro
1:42:26
console just because if you have
1:42:28
a next generation Xbox console and
1:42:31
if it is able to run
1:42:33
those games, but we're on Xbox
1:42:35
series and maybe even Xbox 360
1:42:37
and original Xbox in a performance
1:42:39
manner, why would you keep around
1:42:42
that hardware necessarily? I'm not sure,
1:42:44
especially if it has full backwards
1:42:46
compatibility with Xbox series software. which
1:42:48
is maybe a high bar, but
1:42:50
if they could get it there,
1:42:53
there isn't that much reason to
1:42:55
stick with that older hardware. Like
1:42:57
even in my case, looking at
1:42:59
like a PS5, that basically is
1:43:01
a complete encapsulation of the PS4
1:43:04
for game purposes, right? So if
1:43:06
that's the case here, if the
1:43:08
situation was comparable, I don't think
1:43:10
to hold on to them. It
1:43:12
is basically the whole physical media
1:43:15
question that needs to be solved,
1:43:17
which the series X would solve,
1:43:19
but I think there needs to
1:43:21
be some kind of... all-encompassing solution
1:43:23
for transferring those disks into your
1:43:26
digital library. Otherwise, that makes things
1:43:28
quite tricky, doesn't it? Let's move
1:43:30
on to this next question from
1:43:32
Helen X. Hello, exclamation point. Blessed
1:43:34
Foundvie, exclamation point. I was really
1:43:37
enamored by last week's discussion of
1:43:39
new ways to review GPUs that
1:43:41
focuses on showing off games running
1:43:43
at their best. That and the
1:43:45
brief discussion on upgrades had been
1:43:48
wishing for you to produce maybe
1:43:50
a whole series of videos showing
1:43:52
off just how good games can
1:43:54
look and be made to run
1:43:56
when using optimised settings and even
1:43:59
dry. level tricks like the one-click
1:44:01
overclocking in the new and video
1:44:03
app for low to mid-tier components
1:44:05
we can actually find in stock
1:44:07
at more reasonable prices. Also for
1:44:10
people looking for high-end components I
1:44:12
almost always find myself telling them
1:44:14
to get a new display since
1:44:16
I find that a good HDR
1:44:18
experience is worth at least two
1:44:21
modern GPU generations of performance. Two
1:44:23
separate points there really Alex but
1:44:25
Yeah, you know, I'm still going
1:44:27
to talk about it as the
1:44:29
anti-benchmark concept. And yeah, it would
1:44:31
involve us basically looking at GPUs
1:44:34
in the way we look at the
1:44:36
consoles. Obviously, we'd be in
1:44:38
control of the features that would
1:44:40
be used and not used and
1:44:42
the compromises that we need to
1:44:45
be made instead of the developers,
1:44:47
but we can use the developers.
1:44:49
own optimization or settings choices to
1:44:51
do the job there and you
1:44:54
can use features from, you know,
1:44:56
in video and AMD to
1:44:58
produce a bespoke experience.
1:45:00
I was thinking that you,
1:45:03
but obviously there is going
1:45:05
to be limitations there, you know,
1:45:07
you're going to be limited
1:45:10
to two maybe three GPUs
1:45:12
and I think possibly the
1:45:14
logical solution there would be...
1:45:16
and video in its
1:45:18
closest AMD equivalent, and
1:45:21
then video in maybe
1:45:23
the last generation card,
1:45:26
or rather the generation
1:45:28
card that's the likely upgrade
1:45:30
vector. Right. So it would
1:45:33
be 5070 versus 9070, and
1:45:35
it would be 5070 versus
1:45:37
3070, I guess. So to
1:45:40
like the previous, like the
1:45:42
second, like the skipper generation.
1:45:44
So it's very rare. you know,
1:45:47
one series to the next, right? It is,
1:45:49
yeah, yeah, yeah. I think that that would be
1:45:51
the way to do it, because you need
1:45:53
to show, like, what would you get out
1:45:55
of value if you were to upgrade to
1:45:57
one of these two things? And that's basically
1:45:59
what would say. It's also a little
1:46:01
bit reminiscent to 4K on a budget,
1:46:03
I was just thinking, because you're trying
1:46:05
to get the most out of a
1:46:07
game. And like, you would have like
1:46:10
a, I don't know, how would you
1:46:12
select the games, though, exactly? Yeah, that's
1:46:14
a good question, right? Because there are
1:46:16
going to be some games where, you
1:46:18
know, maybe we don't have support for
1:46:20
those features, you know. Yeah, so.
1:46:22
Mm-hmm. Mm-hmm. Yeah, there's a lot
1:46:24
of thought that we need to
1:46:26
we need to put into that
1:46:28
we need to the concept. because,
1:46:30
you know, those features are just
1:46:32
becoming more and more important. The
1:46:35
problem is basically what do you
1:46:37
target? I mean, I would say, you
1:46:39
know, for 70-series products, let's
1:46:41
say, since we're talking about 50-70,
1:46:43
you'd be talking about 1440-P,
1:46:45
you'd be talking about frame
1:46:47
rates significantly in excess of
1:46:50
60 frames per second, but
1:46:52
possibly not... Well I guess
1:46:54
multifame generation would make it
1:46:56
happen, you know, 165 FPS
1:46:58
or whatever. Yeah, it's, it's, we
1:47:00
need to put a bit more thought
1:47:03
into it, but I'm curious about
1:47:05
this concept of a new display
1:47:07
being better than two modern GPU
1:47:09
generations of performance.
1:47:12
I'm kind of, I can see the point,
1:47:14
right, because, you know, those
1:47:16
4K 240 hertz monitors are pretty
1:47:18
awesome, aren't they. They're great.
1:47:20
Oliver though, you know, like, seriously, I
1:47:23
think Oliver, you have like more of
1:47:25
an affinity for screens than I do.
1:47:27
Would you like agree with the sentiment
1:47:29
that that is the like equivalent
1:47:32
of two GPU upgrades? Well, I think
1:47:34
it's like not really, it's, you're comparing
1:47:36
along different axes that's Apple and oranges
1:47:39
to me, but like, I do think
1:47:41
that having a display that you really
1:47:43
like. possibly a larger format display or
1:47:45
a display that can deliver really strong
1:47:48
contrast ratios, good HDR experiences and good
1:47:50
brightness. Those are all things that I'm
1:47:52
kind of looking for. I think that
1:47:55
can greatly improve the experience of playing
1:47:57
a game and like I would definitely
1:47:59
say I would definitely prefer, let's say, Alnwick
1:48:02
2 on PS5 on a really, really
1:48:04
good display that I liked a lot
1:48:06
versus Alnwick 2 with path racing on
1:48:08
a display that was kind of mediocre
1:48:11
or poor quality. I think that's definitely
1:48:13
the case. So I think having that
1:48:15
ideal display for you matters a lot
1:48:18
and could possibly matter a lot more
1:48:20
than each additional margin of performance. But
1:48:22
I think there also is something is
1:48:25
like a display that's good enough for
1:48:27
your purposes. And perhaps like that the
1:48:29
margin between like a mid range television
1:48:31
that might be, let's say, mini LED
1:48:33
based and the very highest end to
1:48:36
mini LED or LED display might not
1:48:38
make that much of a difference, right?
1:48:40
It's about. finding that a bit of
1:48:42
that compromise point. But yeah, for sure,
1:48:44
I would tend to agree, actually,
1:48:46
that your choice in display
1:48:48
can make definitely a bigger
1:48:51
impact on your gameplay than
1:48:53
some margin of a couple
1:48:55
generations on your GPO.
1:48:57
Yeah, classic example of that, from
1:48:59
my perspective, is if I go
1:49:01
on vacation, what do I
1:49:03
take? The switch Oled. At one point,
1:49:05
it was switch Oled versus Steam
1:49:08
Deck LCD. And I just took the
1:49:10
switch Oled. The screen was definitely a
1:49:12
big part of that decision. Of course,
1:49:15
things changed when the Steam Decoed
1:49:17
Oled came along. Now I'll take
1:49:19
that because you're getting more performance
1:49:21
and you're getting like a really
1:49:23
awesome screen. So yeah, screen is
1:49:25
definitely part of the graphics experience,
1:49:27
no doubt about it. As to whether it
1:49:30
can be quantified in terms of
1:49:32
the amount of GPU generations, that's
1:49:34
a bit trickier, I think. Okay,
1:49:36
final question. This one from Ildar
1:49:38
Nuslamov. One could say that by
1:49:40
developing a bunch of proprietary technologies,
1:49:42
Envideo is pushing the industry forward,
1:49:44
but in some ways it's also
1:49:46
kind of sabotaging it. Let's talk
1:49:48
about reflex. I think tech like
1:49:50
this shouldn't be proprietary. Its approaches
1:49:52
should just be part of graphics
1:49:54
APIs and most games should be
1:49:57
using it by default. Or am
1:49:59
I missing some? It's a software thing,
1:50:01
right? You have a video about reflex,
1:50:03
but it's still not clear what kind
1:50:05
of magic it actually does. General terms
1:50:07
like optimizing and reducing latency don't really
1:50:10
explain the how, and why this can't
1:50:12
be just a standard for all games
1:50:14
would be awesome if you made a
1:50:16
deeper more technical video about reflex, maybe
1:50:19
with some guest devs, because right now
1:50:21
it's a total mystery to me. Alex,
1:50:23
what does reflex do, and how
1:50:25
does it work? So there is a
1:50:28
great... Battle Nonsense came out of hibernation
1:50:30
at one point to do a video
1:50:32
about like when, um, when, uh, uh,
1:50:34
AmD tried to launch anti-lag and
1:50:37
it was messed up and he
1:50:39
explained very, very well
1:50:41
in that video how reflex works
1:50:43
and what makes it unique. And
1:50:46
the thing that makes it unique
1:50:48
is that it's doing like a
1:50:50
whole bunch of things at once.
1:50:53
One thing it's capping the frame right
1:50:55
below your monitor's full refresh rate so
1:50:57
that it never goes into v-synch and
1:50:59
then frame queuing which occurs with v-synch
1:51:02
because it's the GPU is going to
1:51:04
keep working behind the scene and queuing
1:51:06
up frames which increases input latency right
1:51:09
when you get into v-synch territory which
1:51:11
is at the max refresh rate of
1:51:13
your monitor. So it prevents that. Then
1:51:15
it also reduces the amount of frames
1:51:17
that are being queued in general.
1:51:20
to just basically be like one.
1:51:22
So it's like double buffering almost
1:51:24
in that aspect. But it's basically
1:51:27
just reducing as much on the
1:51:29
engine side as possible by reducing
1:51:32
the amount of max frames
1:51:34
that can be queued up.
1:51:36
That's something you could technically
1:51:38
do beforehand in your control
1:51:40
panel, at least on the video side
1:51:42
and then aim to eventually edit it as
1:51:45
well too, with this like. I forget what
1:51:47
they call it. They have these new names
1:51:49
for it. It's like auto low latency plus
1:51:51
or something. It used to just be like
1:51:53
a max acute frame option. But that technically
1:51:56
it can cause issues in games, by the
1:51:58
way. It can make your frame. more erratic.
1:52:00
Just so you know, that is not
1:52:02
like something that is just only good.
1:52:05
That's one thing Reflex does though. And
1:52:07
another thing that it does is it
1:52:09
tries to prevent your GPU from reaching
1:52:11
Max utilization. The reason for this is
1:52:14
because it is a little bit confusing,
1:52:16
but there's like a back pressure component
1:52:18
to having the GPU being completely utilized.
1:52:21
It'll actually increase latency if it is.
1:52:23
So it wants to... also keep your
1:52:25
GPU from maxing out, and in which
1:52:27
case, if it is below the refresh
1:52:30
rate of your monitor, it will automatically
1:52:32
reduce your frame rate below max utilization
1:52:34
in your GPU. So your GPU will
1:52:36
be sitting maybe around 90 to 96%
1:52:39
instead of being full 99 or 100.
1:52:41
And it's doing these combination of things
1:52:43
in real time to make sure like
1:52:45
the automatic GPU utilization frame rate limiting
1:52:48
is actually probably the magic sauce of
1:52:50
reflex, which makes it feel so good.
1:52:52
And that is the one thing that
1:52:55
is proprietary more than the other technologies.
1:52:57
AMD had to come up with their
1:52:59
own solution for that. I still haven't
1:53:01
looked at Antileg 2. It deserves a
1:53:04
look from us in a latency piece.
1:53:06
But I presume it's going to be
1:53:08
trying to do something very similar, which
1:53:10
is the whole purpose of it. Otherwise,
1:53:13
why would they make it? But that
1:53:15
is something that is proprietary. And arguably
1:53:17
though, I agree with you. I don't
1:53:19
think that should be proprietary. I think
1:53:22
Directex needs to not be so slow.
1:53:24
And it's just like, it's like a
1:53:26
snowy landscape. It is constantly, like little,
1:53:29
little bits are moving here and there,
1:53:31
but it's like not advancing too much
1:53:33
over time. The landscape looks very similar.
1:53:35
Directex feels like that a lot. And
1:53:38
you know, these are things when Reflex
1:53:40
came out, Microsoft should have really, I
1:53:42
mean, maybe they did. They should have
1:53:44
been like, wow, you came up with
1:53:47
an API to make it so that
1:53:49
developers can easily reduce the latency in
1:53:51
their game with a single click option.
1:53:53
This should be part of DirectX. And
1:53:56
I really think it. should. I think
1:53:58
that's with a lot of invidious invivations.
1:54:00
Maybe they're keeping it onto for themselves
1:54:03
because they want this proprietary money machine
1:54:05
essentially, but also I feel like at
1:54:07
that point it should be really The
1:54:09
clacksons should be going off at Microsoft.
1:54:12
Hey, we need to really push forward
1:54:14
on our side on the API side
1:54:16
and make a generic version of this
1:54:18
then through our own research because man,
1:54:21
it's like right now we're only getting
1:54:23
cooperative equity support like maybe at the
1:54:25
like tail end of this year, I
1:54:27
guess, which is machine learning directly used
1:54:30
in the graphics API. 2025. And video
1:54:32
was already doing this in 2018, right?
1:54:34
It's like crazy, time scale lag there.
1:54:37
So yeah, I do agree with you
1:54:39
fully though that I really wish things
1:54:41
like reflex were just straight up direct
1:54:43
X and not tied to invidious. Mm-hmm.
1:54:46
Oliver, what do you make of this?
1:54:48
I mean, it is basically somebody's got
1:54:50
to drive standards forward, right? And it
1:54:52
does seem to be used as a
1:54:55
point of differentiation to sell GPUs, which
1:54:57
is kind of like... normal, but at
1:54:59
the same time you do want C2X
1:55:02
improving. I'm happy if invidious pushing the
1:55:04
state of graphics technology forward. I just
1:55:06
want Microsoft to be following them closely
1:55:08
with various direct text features and API
1:55:11
support and all that good stuff. I
1:55:13
think what we've seen out of Reflex
1:55:15
2 is also quite interesting as well.
1:55:17
It doesn't really have any competing solution
1:55:20
at the moment, but both those solutions
1:55:22
are really, really compelling for reducing... input
1:55:24
latency is in games. Yeah, I'd love
1:55:26
if there was some vendor agnostic solution
1:55:29
here, but unfortunately it doesn't really seem
1:55:31
to be the case. And I think
1:55:33
Alex was a little bit exasperated with
1:55:36
like the influx of new technologies that
1:55:38
were shown at CES and the inevitable
1:55:40
waiting for Microsoft to provide some kind
1:55:42
of vendor agnostic solution that would allow
1:55:45
people to run those technologies. I think
1:55:47
might be winning quite a while for
1:55:49
some of that stuff. Oh yeah, definitely.
1:55:51
Do you think that Microsoft needs some
1:55:54
of its own project amethyst style collaboration
1:55:56
to basically ensure that the industry keeps
1:55:58
up with the custom stuff that Envide
1:56:00
is doing? Yeah, I would love that.
1:56:03
And it's going to be so ironic
1:56:05
when all these... Microsoft Nextgen titles come
1:56:07
out with FSR4 on them, which is
1:56:10
like a Sony thing. You know, at
1:56:12
that point, or whatever it's going to
1:56:14
be called, maybe they'll have a different
1:56:16
name for it within their SDK. But
1:56:19
yeah, I really wish they would do
1:56:21
that because it just always feels, I
1:56:23
know they have to be this like
1:56:25
middle person in between the IHS and
1:56:28
they all have their own view of
1:56:30
the future, but sometimes it's been like...
1:56:32
So, you know, like, one part, the,
1:56:34
and video has been pushing for so
1:56:37
long in the direction where it obviously
1:56:39
needs to go. And now we're seeing
1:56:41
this direction. Finally, this kick up from
1:56:44
AMD, but the APIs are still behind
1:56:46
in a lot, you know, in a
1:56:48
lot of ways. So, I don't know.
1:56:50
Yeah, you're right. Alber. I was a
1:56:53
little bit frustrated at CES when I
1:56:55
was like, man, this is an amazing
1:56:57
tech. When's it coming to DirectX? I
1:56:59
think I think I asked that a
1:57:02
couple times. Well, who knows? Is the
1:57:04
answer for now? But that was the
1:57:06
last question, therefore the end of the
1:57:08
show, so please do like, subscribe, share
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1:57:36
this week. And I guess we'll see
1:57:38
you next week. Thanks for watching and
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supporting Digital Foundry. And I
1:57:42
am Jenny Owen Young's. We the
1:57:45
hosts of of Buffering
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Slayer once more with
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