[0:02] Hi everyone and welcome to the latest [0:04] edition of the DF Direct Q&A show. Lots [0:06] to get through this week. Lots of [0:08] questions, lots of answers, but we've [0:10] got to start off by talking about the um [0:13] next 100 days Xbox reset memo that Asha [0:16] Sharma sent to team Xbox employees [0:19] globally uh yesterday at the time of [0:21] filming this. Joining me to talk about [0:22] that and to answer a bunch of questions, [0:24] John Lenman. Hi. [0:25] >> Hey, Rich. It's uh lead o'clock [0:27] according to my phone. Hard to see I [0:29] guess in this light. There we go. It's 1 [0:31] 1337 o'lock over here in Germany which [0:34] is a very good time and perfect for [0:36] talking about all things tech. [0:38] >> Yeah, absolutely. Uh hello Oliver [0:41] McKenzie. How are you? [0:43] >> I'm good. I struggle to understand [0:45] 24-hour time as a North American, but I [0:48] think that's uh 137. Is that right, [0:50] John? [0:51] >> Yes, correct. [0:52] >> Yes. Okay. [0:55] >> Okay, then. Well, as I said, lots to [0:57] talk about. Um, uh, so let's crack on. [1:00] But first, this [1:02] this video is sponsored by MSI. If [1:04] you're looking to upgrade your setup, [1:06] MSI has just launched their brand new [1:08] MPG 322 URD OLED X24 monitor. This [1:12] stunning 32-in 4K display runs at a 240 [1:16] Hz refresh rate, delivering flawless [1:18] high frame rate gameplay. At its core is [1:20] a fourth generation Penta Tandem QD OLED [1:23] panel equipped with MSI's new dark armor [1:26] film, giving you 40% deeper blacks and [1:28] 2.5 times the scratch resistance [1:30] compared to standard panels. When it [1:32] comes to longevity, OLED care 3.0 [1:35] protects your panel automatically. [1:37] Meanwhile, the AI Care Center detects [1:39] user presence to dim the display when [1:42] you're not there, further helping to [1:43] reduce burn-in risk. On top of all of [1:46] this, MSI's summer sale is going on [1:48] right now. Click the link in the video [1:50] description below to find out more. [1:56] Right. So, we do have to talk about this [1:58] next 100 days Xbox reset because after [2:01] the sugar rush high of the Xbox showcase [2:04] 2026, we're now sort of brought back to [2:06] reality with an in-depth uh briefing [2:09] from Asha Sharma and Matt Booty about [2:11] the challenges facing the Xbox business. [2:14] And there's some good stuff in there, [2:16] but there's also a bunch of stuff that's [2:18] very, very worrying. 3% accountability [2:20] margins, which I assume is a profit [2:22] margin. uh year-on-year revenues over [2:25] the last five years declining um by half [2:29] a billion dollars despite a $20 billion [2:32] investment not including Activision [2:34] Blizzard King. Um the hardware component [2:37] crisis uh storage has doubled uh [2:41] compared to what was paid last fall or [2:44] autumn as we call it in the UK. those [2:47] costs have doubled again and they're [2:49] expecting another significant increase [2:51] as they're planning for the holiday 2027 [2:54] season. Uh interesting wording there. Um [2:57] memory costs following a similar [2:59] trajectory they say. Um there seem to be [3:01] concerns about the nature of the studio [3:03] system and there's the hint of layoffs [3:06] to come which is which is not great. [3:08] Platform infrastructure not built for [3:10] the battle ahead. They say our systems [3:13] are overly complex. Um becoming too [3:16] reliant on vendors to operate our [3:18] systems and we must become self-reliant. [3:21] Um yes, crazy stuff in there. Um Oliver, [3:26] where do you want to start with this? [3:27] Because it's um obvious that something [3:31] has got to change, but at the same time [3:33] um w they've kind of got to invest at [3:37] this point to to make things better. And [3:39] I'm not sure of the extent to which uh [3:42] losing a ton of personnel making cuts is [3:45] part of that voyage. [3:47] >> Yeah. I mean at the moment it's not [3:49] totally clear exactly what they mean by [3:52] this kind of statement because they [3:53] basically go through um in terms of the [3:56] studio system. They talk about expanding [3:58] their studio system when they needed a [4:00] large pipeline of content and they're, [4:03] you know, fortunate stewards of many [4:04] industry leading leading franchises, but [4:07] they have not adequately funded them in [4:08] some instances. And they're also saying, [4:11] well, we need to balance the priority [4:13] between our like top tier titles that [4:15] are going to make a lot of money for us, [4:17] the exclusives hopefully, and their [4:19] investment priorities for the next 5 [4:20] years, which suggests doesn't say, but [4:24] suggests, hey, maybe there's some cost [4:26] cutting on the books to come. And some [4:28] reporting from, you know, high-quality [4:31] journalists out there like Tom Warren [4:34] has suggested that uh there is [4:36] potentially some cost cutting to come in [4:38] the form of studio closures, layoffs, [4:40] things like that in the next month or [4:42] two. Um which is very ominous and a [4:46] concern because obviously Microsoft has [4:48] staffed up hugely to build out this [4:50] portfolio of studios and they are in a [4:53] position where maybe some of those bits [4:54] are paying off, some aren't. And in this [4:56] industry also you have to consider like [4:58] some studios that might have recently [5:00] delivered product might not be on track [5:02] to deliver a new game for five or six [5:03] years. That's also a concern because [5:05] games take so long to develop and so [5:07] much time and money to develop. But that [5:09] is something that doesn't not [5:10] necessarily look that good in a balance [5:12] sheet in the near term. An uncertain bet [5:14] to pay off in half a decade. Who knows [5:16] what the world looks like in half a [5:17] decade. Who knows what that bet looks [5:19] like in half a decade. Perhaps they make [5:20] some choices on that basis. But yeah, it [5:23] overall it strikes a little bit of a [5:24] somber and concerning tone because they [5:27] are talking about, you know, hey, Xbox [5:29] Game Showcase was great and our fans and [5:31] creators are are more excited than ever [5:33] and we brought back uh Game Pass to a [5:36] more reasonable price point and lots of [5:38] positive points in the mix there. But [5:40] then they're also talking about, hey, [5:41] listen, uh hardware prices are like [5:43] doubling every like 3 months. You know, [5:46] that's not promising. And then they're [5:48] talking about maybe launching a console. [5:50] They specifically mentioned the 2027 [5:52] holiday season and being in a position [5:54] where they're in a bit of a pickle and [5:56] they need to find some kind of new [5:57] hardware arrangement to make that work [5:59] because they're already launching a [6:01] high-end console. They're going to need [6:02] to find a way to bring that console [6:04] experience to as many gamers as [6:06] possible. They have a number of ways to [6:08] get there, but that's certainly a [6:09] concern as well. So yeah, overall I [6:12] think this statement is [6:14] hinting and pushing and certainly some [6:17] of the third party reporting has [6:19] basically gone as far as to as to [6:21] confirm they're going in the direction [6:23] of layoffs. Exactly what that looks [6:25] like, what studios will be impacted, you [6:28] never know. And often times this is [6:30] dictated a lot by the internal economics [6:31] of what teams have shipped, are close to [6:34] shipping, what could we cut, and also [6:37] what do investors think. I think that's [6:39] probably the thinking that they're going [6:40] through at the moment. And I would be [6:42] really curious to see what kind of [6:43] studios might be impacted. But it it [6:45] does seem unfortunate at this point to [6:47] be kind of an inevitability as as kind [6:50] of cruel as that is to developers to [6:52] have to face something that basically [6:54] says, "Well, you're going to be laid [6:56] off, but keep on working, but you won't [6:58] know when you're being laid off or when [7:00] people may be laid off and your whole [7:01] studio might be closed." That kind of [7:03] attitude towards developers is probably [7:06] not helpful. Also, I kind of wonder if a [7:07] statement like this might do a little [7:08] bit more harm than good. Kind of leading [7:10] a pal over over everything for for some [7:13] time now. [7:14] >> Mhm. John, we got this really crazy [7:16] situation here where on the one hand, [7:17] Microsoft is uh you know, running [7:19] FanFest, you know, making inroads into [7:22] trying to reconnect with the community. [7:24] Um trying to sort of um build bridges [7:27] there and at the same time we have this [7:29] harsh reminder that it is a part of [7:32] Microsoft seemingly has to pay its way. [7:35] Microsoft is making gigantic amounts of [7:38] money hand over fist. I think you [7:40] pointed out earlier Xbox is still [7:42] profitable, but the the line is going [7:45] down and that seems to be uh [7:49] a potential justification for harsh [7:52] realities to come. [7:54] What what what do you think they're [7:56] going to do? Well, I suspect they're [7:58] going to do kind of what they're laying [8:00] out here and based on the rumors of [8:03] potential layoffs, we're going to see [8:04] that as well. And I'm disappointed to [8:07] hear that because fundamentally, as I [8:09] pointed out, Xbox has a business seems [8:13] to be well, they've struggled, right? [8:15] And they are ear, you know, earning less [8:18] per year than they were previously. The [8:20] line is not going up, it's going down, [8:23] but they remain profitable all the same, [8:25] right? And Microsoft is breaking [8:27] records. They are insanely profitable. [8:30] 200 plus billion dollars in in revenue [8:33] uh in the last 12 months. It's clearly [8:37] not an issue of sustainability because [8:39] the company is is doing extremely well. [8:42] Instead, it feels like the Xbox division [8:44] is simply being held to the typical fire [8:47] you see from these large western [8:48] companies where uh being profitable is [8:51] not enough. You must be extremely [8:53] profitable, right? So, I guess most of [8:56] my frustrations here lie more with [8:58] Microsoft as a parent company and larger [9:01] tech company culture, especially those [9:04] in the US, than anything else, right? [9:07] Because I feel like if Xbox were to [9:09] continue on down this new trajectory [9:12] with the plans that Asha set up without [9:14] resorting to additional layoffs and [9:16] studio closures, they actually could [9:19] continue to course correct and in time [9:23] return towards an increase in [9:25] profitability. The line should be able [9:27] to go up once again. Uh and it's never [9:30] fallen into the red either. So there was [9:32] no danger of that there, at least not [9:34] yet, especially now that they are making [9:35] these adjustments. So I don't like this [9:38] idea of any of these large companies [9:41] making this choice to [9:43] lay off additional employees in this [9:45] economy. Things are extremely dire right [9:47] now and we do not need more of this. It [9:49] doesn't matter whether it's Xbox, Sony, [9:52] whatever. Like all these companies, [9:54] >> the layoffs, it needs to stop at some [9:56] point. people are not going to be able [9:57] to even spend the money necessary to [10:00] participate in these ecosystems that [10:03] they want to build. And that extends to [10:05] these complaints over the hardware [10:06] component crisis. Uh this is where you [10:09] want to post the Tim Robinson meme in [10:11] the hot dog suit, right? Like who's at [10:13] fault here? Guess what? Microsoft, the [10:16] corporation, played a huge role in this [10:19] inflation in component costs. Their push [10:22] for AI is directly connected to this. So [10:26] yeah, Xbox as a hardware division has to [10:28] deal with this, but this is their own [10:30] fault. This is Microsoft's fault. This [10:32] is OpenAI's fault. All these other I [10:36] almost said stupid companies, but uh I'm [10:38] very frustrated with the state of of AI [10:40] and tech centers and and everything that [10:43] this is uh and everything that this is [10:46] doing to our beloved industry, right? [10:49] And this creates this problem where [10:51] there's more layoffs, fewer people have [10:53] have jobs, less money, cost of goods is [10:56] going through the roof. Nobody's able to [10:58] afford this stuff. I don't even know how [11:01] how you proceed at this point. They're [11:03] talking about launching this new machine [11:05] with these high component costs, and [11:06] it's going to be a very challenging [11:08] thing at this point because, you know, a [11:11] $1,000 box just isn't going to cut it in [11:13] this day and age. I think Sony's finding [11:15] out the hard way now. They've increased [11:17] the PS5 price once again, sales have [11:19] started to fall and I think that will [11:21] continue. And [11:23] >> Mhm. [11:24] >> I I all of the plans that they've made [11:26] that Xbox has made, Sony's making for [11:28] the future, this is all based on a [11:31] reality that didn't exist when R&D began [11:34] because these consoles take so much [11:36] time. uh the component crisis wasn't [11:38] necessarily part of that or if it was it [11:41] was a different level of component [11:43] crisis but costs are really reaching a [11:46] dangerous point. So I think that they [11:49] are making some good moves as far as [11:51] Xbox is concerned but some of the the [11:54] bad moves that they have to make feel [11:56] like it's born out of just being a part [11:58] of a company like Microsoft and this [12:00] like unwillingness to have a vision for [12:02] the long term that tech companies seem [12:05] to suffer from. It's all about the next [12:07] quarter rather than the next 10 years. [12:10] >> Yeah, absolutely. Um I mean the name of [12:12] the memo is the next 100 days, the Xbox [12:15] reset, and they're talking about how [12:16] they've had declining revenues over the [12:18] last 5 years. And uh what I take to mean [12:21] from that which I kind of find [12:23] surprising is that obviously their move [12:25] into multiplatform publishing uh you [12:28] would think they made a lot of money [12:29] there. You know, particularly when the [12:31] likes of Forts Horizon 5 are selling [12:33] like 5 million units on PlayStation 5, [12:35] but it doesn't seem to be enough. And [12:37] maybe this is part of why they've [12:38] decided to refocus [12:40] um on stuff like exclusives. you know, [12:43] the whole um uh uh it does look I mean [12:46] they're talking about planning for the [12:47] 2027 holiday season. AMD in the past has [12:50] talked about being ready for that 2027 [12:53] date for the next generation console. So [12:57] Oliver, it looks like based on what [12:59] we're inferring here from point number [13:01] three in the memo is that it does look [13:03] like Helix is going to be arriving next [13:05] year. Um and it faces extreme challenges [13:08] from an affordability perspective. Um, [13:11] so there's stuff here about um new [13:15] business models and partnerships for [13:17] hardware and I'm curious what's that [13:20] what that is going to take. I mean uh [13:21] something I've suggested in the past is [13:23] um something that actually Microsoft has [13:25] done in the past and might still be [13:26] doing it for all I know Xbox all access [13:29] where you pay for game pass and you pay [13:31] more because you're basically um buying [13:35] higher purchase so to speak of a console [13:37] at the same time. partnerships for [13:40] hardware. That's quite interesting as [13:42] well, though. It kind of suggests that [13:44] um the rumors of Helix being um [13:48] something that other people could [13:50] create, possibly the likes of Asus or [13:52] whatever, may well be a thing. [13:56] >> Yeah, it certainly does suggest that. I [13:58] would kind of think that maybe Microsoft [14:00] would pursue something like the strategy [14:02] that they do with Windows computers, [14:04] albeit with a little bit different [14:05] proportions because obviously Microsoft [14:08] makes Windows computers. They make [14:10] Surface devices. They sell lots of [14:12] Surface devices, I'm told, and that is [14:14] part of their strategy. and may also go [14:16] to third parties to deliver, you know, [14:18] maybe the bulk of the units to the [14:20] market, specifically units that are [14:21] intended more for uh mid-range or [14:24] low-end um low-end consumers, low-end [14:27] platforms. Uh they do partner with third [14:30] parties. So maybe they could adopt the [14:31] same strategy when it comes to Xbox and [14:34] ship their Helix device, their Magnus [14:36] based device, but also rely on third [14:38] parties to deliver lower-end devices to [14:40] wider swaps of the market, have more, [14:42] you know, distribution and retail [14:44] channels, things like that possibly. I [14:46] mean, that's one one way they could go. [14:48] Um, and they could launch lower-end [14:49] devices because obviously Helix itself [14:51] uh Magnus at least is a chiplet based [14:54] design. So you can imagine combining [14:55] that CPU IP with lower-end GPU IP like [14:59] different blocks, different chips, [15:01] different different chiplets to make a [15:03] lower-end device or a different CPU [15:05] block altogether. Who knows exactly how [15:07] that will go, but I think that's [15:09] probably something that AMD could [15:10] deliver for Microsoft if they wanted to [15:12] do so. Um, there are other routes they [15:14] could go though, like obviously you [15:15] suggested a some kind of like [15:17] subscription model that's popular [15:19] historically in the cell phone space, [15:21] although I think in North America and [15:23] Canada, we don't really do that anymore. [15:24] I don't know about other areas of the [15:25] world, but like it used to be very [15:27] common to get a phone in a 24-month or [15:29] 36-month contract. That would include [15:31] basically the purchase price of the [15:33] phone, possibly subsidized in there, as [15:35] well as the price of the cellular [15:38] subscription and maybe some associated [15:40] services as well. So that's one way they [15:42] could go with things. Another way they [15:44] could go with things is just just to [15:45] leverage the cloud. Now that's one [15:48] possibility, but in my own personal [15:50] experience, Excloud is not that good at [15:52] the moment. Like I was just using, you [15:54] know, on my iPad the other day and it [15:56] had some obvious frame rate presentation [15:58] problems, some frame frame rate [15:59] inconsistency problems, frame [16:01] presentation inconsistency problems. [16:03] They make games look very awkward and [16:05] not very pleasing to the eye. So um [16:08] certainly like I think all the console [16:10] vendors and their cloud delivery [16:12] services need some improvement but [16:14] Microsoft's uh perhaps is not strong [16:17] enough to be a major pillar of their [16:19] business I would suspect although who [16:21] knows what their data looks like in [16:22] terms of usage but I I think real [16:24] hardware is still an important still an [16:26] important element of this uh of this [16:28] whole business. So yeah there are [16:29] multiple avenues they could go down. I'm [16:31] not convinced any one of them is [16:33] particularly good and they're all going [16:35] down them because of the high price of [16:37] hardware which is going to affect even [16:38] their kind of lower-end devices. Right? [16:40] You're not going to get like a series [16:42] like device I would suspect for $300 [16:44] American it's going to be more like $600 [16:46] American I would I would think at the [16:47] very low end of of things. So yeah it's [16:50] not a very good position for Microsoft [16:52] at the moment but these are pressures [16:54] that all console vendors are facing. [16:56] >> Mhm. Yeah. I mean, when you first launch [16:59] a console, it is the core users, the [17:01] core enthusiasts who buy it, and they do [17:03] tend to be able to to pay more money. [17:06] The question of $1,000 for a Helix [17:09] console, somewhat different, though. [17:12] And um, you know, based on the prices [17:15] we've seen of current gen, I don't think [17:16] that's completely out of the question. [17:18] There was an interesting point made by [17:19] the forks Kerry there talking about how [17:22] from a value perspective viewed through [17:24] the lens of PC purchase uh Helix could [17:27] actually be very very um uh valuific [17:38] gamers there. I am curious as to whether [17:40] they will make a lower spec device um [17:42] and that chiplet um design that you've [17:45] pointed out there in theory they could [17:47] produce one with you know lower memory [17:49] lower capabilities [17:52] then you need to ask the question why [17:53] don't we just stick with the hardware [17:55] that we have uh because it it's you know [17:58] it's certainly decent enough but you [18:00] know it the new stuff is going to be [18:02] doing some very interesting uh stuff [18:04] with machine learning that kind of thing [18:07] um John it's not a great place is it? I [18:09] mean, we've seen in the UK v ver [18:12] verified data that since Sony increased [18:14] its prices um on PlayStation 5, the [18:17] amount of units sold through has dropped [18:19] by 50%. [18:21] >> There is clearly a threshold where [18:23] people are just not going, you know, [18:24] where a more mainstream user, I would [18:26] say, is not going to be paying a huge [18:28] amount of money for a games console. [18:31] Yeah, this is an interesting this kind [18:33] of ties into what I mentioned earlier [18:34] with the increase in layoffs everywhere [18:37] is like the affordability is decreasing [18:39] on all new consoles at this point. Um, I [18:43] don't think this is this is good for the [18:46] industry at all at the moment and I [18:49] wouldn't be surprised if we see people [18:50] start to move back towards older [18:52] platforms at some point or just stick [18:55] with what they already have. So, I don't [18:58] know. I feel like right now launching [19:00] any new machine is going to be extremely [19:03] challenging to the point where I'm not [19:05] sure it's a good idea. I I really don't [19:08] know where we go from here, right? Like, [19:11] >> well, it's going to depend on how [19:13] innovative, as they say, um their [19:16] approach to actually being able to sell [19:17] this thing is. I think it's basically a [19:19] a confirmed thing that's happening right [19:21] now. That's what kind of what they're [19:23] suggesting here. They've just got to [19:24] come up with the means by which it [19:26] actually is enticing to users. [19:28] Otherwise, the whole enterprise fails, [19:30] right? [19:30] >> Yeah. But they're going to have to find [19:31] a way to get that price in check, right? [19:34] Like, no, there's no way to there's no [19:38] way to slice this. A $1,000 box is not [19:40] going to sell well enough to support a [19:42] whole ecosystem. So, as she kind of [19:44] noted in interviews, they're going to [19:45] have to find some interesting ways to be [19:48] able to financially make this work. I [19:51] don't know what that will look like. Um, [19:53] I hope they can find a way to do it and [19:56] I really hope they have some interesting [19:57] ideas for how to market this because the [20:01] only hope I would say I have with this [20:03] kind of device is that uh phone prices [20:06] continue to sit in that range and higher [20:09] and people are much more willing to [20:11] upgrade them. So, if they could find a [20:13] way to make it a more multi-purpose box, [20:16] which is what we believe they are doing, [20:18] and then sell it in a way that's [20:20] compelling enough, uh, it could solve [20:23] problems that people have that might [20:25] make them more willing to shell out. I [20:27] don't think it's like mass market [20:29] sellout necessarily, but it could [20:31] definitely make it more palatable, but I [20:33] do think they're going to have to find [20:34] some other ways to make this like more [20:37] affordable, including I think we talked [20:38] about subsidizing it via something like [20:41] Game Pass or some other kind of method [20:44] for getting the immediate cost down to a [20:47] reasonable level. And I think at this [20:49] point, Microsoft's the only one that [20:51] really maybe conceivably should be [20:54] launching a new platform. It feels like [20:57] like I think a PS6 right now would just [20:59] be a stupid thing to launch. There's too [21:01] many units out there of PS5 and it's [21:04] going to cost an obscene amount of money [21:05] and I don't think they're going to [21:06] change anything significant about it. Uh [21:09] Nintendo just launched the Switch too [21:11] and it's already creating issues for [21:12] them in terms of component costs. So, [21:15] they're going to be sticking with that [21:16] for a while. But the Xbox Series [21:18] consoles, uh they've sold enough but not [21:21] as not nearly to the same level as the [21:23] competition. Um, but they also have the [21:26] PC as like a main platform. So, I man, [21:30] this is this has got to be a very [21:31] difficult problem to solve. But then [21:34] again, like I said, they're still Xbox [21:36] is profitable, man. They're still [21:37] profitable. They're still releasing tons [21:40] of games. They have so many developers. [21:43] Like, I don't see the doom and gloom [21:45] around any of this stuff. I still feel [21:47] like Xbox is perfectly strong as its own [21:49] thing. even if it doesn't take over the [21:52] business, I I feel like it should be [21:55] okay to make, you know, good money, if [21:58] not the most money, right? And I hope [22:01] that that is able to continue. [22:06] I read a a story actually about how um [22:08] AMD's David McAfee, he's basically the [22:11] guy in charge of Ryzen and and Radeon, [22:14] um expecting or hoping, [22:17] I guess he probably would have some [22:18] better idea than most of us. Uh he's [22:21] expecting DDR5 RAM prices to recover [22:24] slowly. Um maybe a couple more years [22:27] until it's kind of back to where it [22:28] should be. So maybe there is a kind of [22:30] short-term pain window for launching in [22:32] 2027 if things are likely to stabilize [22:35] in 2028. I don't know. Um but but let's [22:38] move the discussion on take some [22:40] supporter questions here because the [22:41] concept of exclusivity has certainly [22:43] been uh a hot topic. Um Scud asks, "On [22:46] the topic of Xbox exclusives, I'm [22:48] generally in favor of everyone getting [22:50] to play everything. I don't really care [22:51] about console loyalty, console wars, but [22:54] when they said Gears of War eay was [22:55] going to be an exclusive, it made me [22:57] happy. I own an Xbox regardless of the [22:59] impact on sales. I think they're [23:01] literally just trying to make people [23:02] happy that they bought in. So, job well [23:04] done because it worked on me. Do you [23:05] think that's the main strategy here? Uh, [23:08] I think so. And based on what we're [23:10] seeing on those numbers, um, you know, [23:12] clearly the exclusivity gambit hasn't [23:14] really changed the direction of travel [23:17] for them. But moving on, teasing [23:19] hilarity says, "And hello again, fine [23:21] gentleman of the foundry. Do you think [23:22] the return of Xbox exclusives will be [23:25] enough to save Xbox, especially when at [23:27] least some of them will also be on PC? [23:29] Pretty much all of them, isn't it? I can [23:31] see a lot of people being upset after [23:33] being upset rather than psyched for [23:35] Xbox. Archon 2825, dear valued [23:39] Foundryman with Microsoft pivoting back [23:41] to console exclusives. How does that fit [23:43] into their overall strategy? On one [23:45] hand, they want to be the world's [23:46] leading publisher. On the other hand, [23:47] from what we know, they seem to be [23:49] targeting a niche hard hardware platform [23:51] with Elix. Even if it's a phenomenal [23:53] device, it won't be a traditional [23:55] console with tens of millions of units [23:56] sold. Given how expensive AAA game [23:59] development is today, don't they need a [24:01] massive install base to sustain this? [24:03] Thanks for your insights and keep up the [24:05] great work. Uh, exclamation point. Um [24:08] Oliver, the the last point in [24:10] particular, I mean if you are making a [24:12] high-end device like Magnus Helix, it's [24:16] it is kind of going to be um a lower [24:20] volume device and that doesn't seem to [24:23] be compatible with this concept of [24:24] console exclusives. Um how do you square [24:27] that circle? Well, I would square the [24:30] circle by saying that it seems like [24:32] there were a lot of decisions that were [24:33] made by prior leadership that seem to be [24:35] pushing in the direction of a fully [24:36] multiplatform Microsoft shipping low [24:39] volume high-end console hardware as kind [24:42] of a concession almost to existing uh [24:44] Xbox fans that was designed to be [24:47] high-end that was designed to showcase [24:48] kind of a premium Windows AMD experience [24:51] but was not designed to hit a mass [24:52] market price point or saturate the [24:55] channels with tens of millions of units. [24:57] Asharma has come in and seems to have a [25:00] different perception of that to the [25:02] extent that there was like a low-end [25:03] Xbox Helix device in development. I'm [25:06] sure there was some kind of low-end [25:08] experience being offered at least, but [25:09] perhaps it wasn't a high priority. [25:11] They've made it a high priority is my [25:12] reading. And they're trying to make [25:14] Helix a mainstream proposition very [25:16] quickly. Um that's whether that's [25:18] through chasing uh a larger audience [25:20] with lower spec devices or through [25:22] subscriptions or through cloud or [25:23] whatever. not quite sure, but they're [25:25] trying to make that experience [25:26] accessible to a lot more users. And part [25:29] of that uh lies in kind of enabling this [25:32] whole exclusive concept where they can [25:34] have exclusive games. They don't need to [25:36] ship everything on PlayStation. And [25:37] indeed, they're backing away from making [25:40] everything available on PlayStation, not [25:41] just day and date, but kind of for [25:44] eternity as far as we know with some of [25:46] these games. So, I think that's [25:48] basically the answer is there's been a [25:50] change in the strategy and I think [25:51] they're trying to ship trying to turn [25:53] what Helix was into something more [25:56] consolelike and more console priced. Uh [26:00] whether that works or not, I'm not [26:02] totally sure. It does seem like these [26:04] changes in direction of Microsoft, you [26:05] know, you don't really see major changes [26:08] in direction from like Sony or Nintendo. [26:11] They kind of just ship good consoles [26:13] every six, eight years, whatever, and it [26:18] works out well for them, and they ship a [26:19] wide variety of high quality first-party [26:21] software. Microsoft is the odd one out, [26:23] kind of making changes, making huge [26:26] deviations from the business model every [26:28] generation, and it's not working out so [26:30] well for them. And Asha seems to be [26:32] saying, well, let's go towards a more [26:33] traditional model. [26:36] >> Right. Okay. [26:38] We're talking about pretty much a big [26:39] reset there, which is what they've [26:41] titled the memo there, John. [26:44] >> I mean, yeah, I guess it's [26:47] I I don't know how how many more times [26:48] to go around in circles on this, but [26:50] like everything points to them that it's [26:53] still a division that makes money and [26:55] produces good stuff. And [26:59] I guess they're making moves here to [27:01] sort of regain some of the hardcore [27:03] fans. And if they can balance that while [27:07] still making money, I guess. I mean, I I [27:10] don't know what else to say about this. [27:12] It's really kind of a wait and see [27:13] approach. I don't feel like things are [27:15] as dire as they've been painted out to [27:17] be is what I'm is my point. Right. [27:20] >> Like everybody acts like, "Oh, it's the [27:21] end of Xbox." It was never the end of [27:23] Xbox. [27:25] >> Like there was no evidence of that. Like [27:27] them changing the way they release games [27:29] doesn't matter. They're still a giant [27:31] publisher producing a ton of great [27:33] stuff. [27:34] Um so they're just going to do slightly [27:38] differently. Now [27:40] >> I think um the thing is that we've kind [27:43] of gone to a multiplatform strategy [27:45] which um according to the numbers [27:46] according to this memo didn't work and [27:48] but that was instigated off the back of [27:51] a um a console ccentric focus which um [27:56] Microsoft the parent company was [27:57] seemingly not happy about which brought [27:59] about the multiplatform uh pivot in the [28:01] first place. So, and at the same time, [28:04] we've still got this stated aim of them [28:06] wanting to be the number one [28:07] entertainment company. Although, um they [28:09] describe themselves as number two, but [28:11] who is number one? That's that doesn't [28:13] seem to be, you know, what is the metric [28:15] for what for being the most successful [28:17] entertainment company? Do you include TV [28:19] in that? Do you include, you know, [28:21] Disney, etc.? Is it Tensson who's number [28:24] one? I'm not quite sure what's what's [28:25] what the situation is there. Um, I [28:29] guess, you know, at the moment it's kind [28:31] of like we we're just starting to see an [28:32] insight into what's going to be [28:34] happening at Microsoft and um, uh, I I [28:37] guess there must be a plan. It doesn't [28:39] seem to be immediately obvious to me how [28:41] they're going to do it, but there it is. [28:44] I think we should move on. Okay, we got [28:46] this question here from NG. Hello, [28:49] Foundry Lads. Exclamation point. [28:50] Longtime Patreon, first time poster [28:52] here. My question is fairly [28:54] straightforward. Given that Valve won't [28:55] be able to sell the machine at um the [28:57] Steam machine at the price point they [28:59] originally had in mind, what's stopping [29:01] them aside from the sunk cost in the [29:03] design current design from saying sold [29:04] it. It's going to be expensive due to [29:06] memory costs. We might as well release a [29:08] slightly pricier but significantly more [29:10] powerful version. I'm thinking along the [29:12] lines of a full Zen 4/5 plus RDNA4 [29:16] pairing instead of the quote unquote cut [29:18] down versions they currently plan. [29:20] Cheers. Exclamation point. I mean, on [29:22] the face of it, that seems to be like an [29:24] entirely sensible approach in in many [29:27] respects, right? Um, but I think that [29:29] the bottom line is that um uh first of [29:32] all, any kind of increase to an already [29:34] expensive console um or or or PC is [29:38] going to be felt. Secondly, I think the [29:40] the broader point here is that the [29:43] hardware specification when you're [29:45] making a device like this, you know, [29:46] you've got to set up the supply chains, [29:48] you've got to sign the contracts. It's [29:51] it's a lock. You can't really go back to [29:53] say, you know, AMD and say, "Hey, those [29:55] um hundreds of thousands of components [29:58] that we've ordered, they're not quite [30:00] good enough. Can you give us some better [30:02] ones?" That's not really the way things [30:04] work in um in the way consumer [30:06] electronics are made. So, bets were made [30:09] at a certain point where they thought [30:11] presumably that they could produce a [30:13] very affordable machine. And if you [30:15] consider the makeup of the machine, it [30:16] is, you know, it it strikes um the sweet [30:19] spot in terms of where Valve sees its [30:22] audience, you know, looking at the Steam [30:24] hardware survey. Um but the concept of [30:27] going back and you know, swapping out [30:29] components, [30:31] easy in theory, very very difficult in [30:34] practice. Uh do you agree with that, [30:36] Oliver? [30:37] >> I do. I do. I mean, they just have so [30:40] many commitments, I'm sure, in terms of [30:42] supply, terms of contracts that are [30:44] drafted with AMD for specific [30:46] components, things like that. Um, and [30:49] device engineering is just really [30:50] prohibitive because you have have to [30:52] like redo the motherboard, the power [30:54] delivery, the cooling, the acoustics [30:57] drivers possibly, um, even things like [31:00] HDMI behavior, things like uh, [31:02] validation [31:04] uh, across a wide range of games, right? [31:07] QA across the whole Steam library of [31:09] titles. There are so many concerns here [31:12] um just on that end and then on the [31:13] other end you have cost which is like [31:15] you know if the key concern is RAM and [31:17] storage than a higherend device with [31:19] more RAM and possibly more storage is [31:22] not really going to do anything to allay [31:23] these concerns about price. And uh you [31:26] know uh Valve picked the Steam machine [31:31] uh spec for an actual reason not just [31:34] hitting a price point. They picked it [31:36] because they thought it could run, you [31:38] know, games, current generation games [31:40] quite well at like 4K 60fps. Again, [31:43] depends the implementation. We'll have [31:46] to see how that actually goes. But they [31:47] actually did set out a spec of like at [31:50] least let's hit a good experience on a [31:51] 60 at 60 Hz on a 4K display. Um, and we [31:56] think this spec can do it in current [31:57] generation console software. So, I don't [32:00] really think they need necessarily to [32:01] upgrade the spec unless their views have [32:04] shifted on what it should achieve. And [32:06] if they were to do so, I suspect it [32:07] would be need to be delayed by at least [32:10] a year. I'd have to expect based on the [32:12] size of Valve and based on their kind of [32:13] commitments and they would be tearing up [32:15] a lot of paper that would probably be [32:16] pretty expensive from their perspective [32:18] as well. I don't think it's a good idea. [32:21] And so, yeah, I think that the device is [32:22] just it's going to come out. It's [32:24] probably going to come out fairly soon [32:25] because they've sketched out a release [32:26] date in the first half of this year. And [32:28] it's probably going to come out, I would [32:30] suspect, in substantially unaltered [32:31] form. And that's probably best for all [32:32] parties involved. [32:34] >> Yeah, John, I'm just thinking that every [32:36] time a new piece of uh gaming hardware [32:38] is announced, people never think it's [32:40] powerful enough. [32:41] >> I mean, yeah, [32:42] >> and they always want something better. [32:44] >> That's kind of the rule of thumb, isn't [32:45] it? Right. And yeah, as you correctly [32:48] noted, these things take time to [32:51] engineer. You can't just it's this isn't [32:54] this is not like a PC where you can just [32:56] say uh I'm just going to swap in this [32:58] card instead of this card. Like all the [32:59] deals and designs and everything that [33:01] happens behind the scenes that stuff [33:02] takes a lot of time and work to get up. [33:05] So like no they couldn't change this [33:08] without delaying it at least a year like [33:10] you said Oliver. And so I don't think [33:12] that would actually change anything. [33:14] They just kind of have to go their their [33:17] choices here were either launch it at a [33:18] higher price or just cancel it. And it [33:22] seems like they will go for go ahead [33:23] with launching it. [33:25] >> And I think the Steam Deck proves that [33:26] if you can do this in a way that feels [33:30] super optimized and polished, [33:32] >> people are willing to accept some [33:34] trade-offs in terms of performance. I [33:35] still think the Steam Deck offers a [33:38] better portable PC experience than any [33:41] default like Windows-based handheld for [33:43] instance. uh just due to the nature of [33:46] you know Steam OS and the way that works [33:48] like that is a huge selling point even [33:51] if the hardware itself under the hood [33:53] isn't quite on par. Um, and I think [33:57] that'll be the same thing here where [33:58] this should conceivably perform like a [34:01] proper console where you hook up to the [34:03] TV, everything sort of works and it's a [34:06] smooth experience versus say hooking up [34:08] a Windows PC to your TV that you built [34:11] yourself, which is just never going to [34:13] be as polished as this could be. And [34:15] there is an appeal there. But Valve is [34:17] also not in the same market as the [34:18] console makers. Like Steam is a PC [34:23] storefront. They sell it across so many [34:25] devices, right? Like this is just one [34:27] more way to access Steam as it was with [34:29] the Deck. So, I think they're happy [34:31] selling a low volume, higher priced sort [34:34] of like machine like the Steam machine, [34:36] uh, which will probably get, you know, [34:38] some attention but not become a giant [34:40] mainstream success either. And I think [34:41] they're okay with that. [34:43] >> Absolutely. Um, let's move on here. [34:46] Question here from 1040 STF. I was [34:48] really impressed by the God of War lowfi [34:51] footage shown during the last state of [34:54] play, but I noticed also noticed as did [34:56] you gents that some aspects featured [34:57] fairly flat lighting. Part of me can't [34:59] help but wonder if that's because the [35:01] game is actually a flagship PlayStation [35:03] 6 launch title artistically designed [35:05] with a more advanced ray tracing mode in [35:07] mind. Or maybe even path tracing if [35:09] we're dreaming big. That would also [35:11] explain why it didn't feature any [35:13] release date window despite appearing to [35:14] be fairly far along in development. How [35:17] plausible do you think that theory is? [35:20] Um Oliver, well they they've shown it [35:22] running on PlayStation 5 or PS5 Pro, [35:24] whatever, and that's what we're getting [35:26] and they're saying it's coming soon. So [35:28] it's coming soon, right? Um presumably [35:31] before PlayStation 6. So my take on this [35:34] is basically that, you know, that's it. [35:38] That's what you're getting. That does [35:39] not rule out any kind of enhanced um [35:42] PlayStation 6 version, mind you. In [35:44] fact, it's pretty much a given really. [35:47] >> Yeah. I mean, it's going to come out on [35:49] PlayStation 5, I would expect, uh, in [35:52] the next, I don't know, year, year and a [35:54] half or so. I mean, certainly some [35:56] journalists like Jason Shrier, I think, [35:57] was suggesting. It is a 2027 title of [36:00] some variety. I mean, who knows how late [36:02] in the year that is necessarily, but I [36:05] also would expect, I mean, I would [36:06] almost be certain there's going to be a [36:08] PlayStation 6 version. Whether that's [36:09] just a simple enhancement, whether [36:11] that's something more substantial, who [36:13] knows? We'll have to see um whether [36:14] that's just a patch on the existing PS5 [36:16] version of the game. We have no [36:17] logistics on how that will work on PS6 [36:20] necessarily. So, we'll have to see how [36:22] that goes. But, um I mean I would have [36:24] to imagine here that if you're going to [36:26] build a game like this around RTGi that [36:29] often times it's best to scale that to [36:31] all your target platforms. And actually [36:33] PS5 as your base platform is not [36:36] especially low-end in terms of like [36:39] shipping an RTGI system. I think you [36:40] could probably do it. So, I would just [36:42] expect that they would probably ship I [36:44] don't know. I mean, they they could ship [36:45] an RTGI mode on PS6, but it would [36:48] require a lot of artist time, a lot of [36:49] artist work, a lot of uh you know, tech [36:52] stuff they might not have had experience [36:54] with before necessarily. Um, so I [36:56] wouldn't expect a dramatic improvement [36:57] for PlayStation 5 rather than [36:59] PlayStation 6 necessarily in this title. [37:01] And I certainly would expect it to be a [37:02] cross-platform title of some variety. [37:05] Probably launching first on PlayStation [37:07] 5 with some kind of enhancement, I'm [37:09] sure, planned for PlayStation 6. when it [37:11] does launch. [37:14] >> Yeah, entirely in agreement, John. [37:18] >> I don't really see any issues with the [37:19] footage. It looks like what you'd expect [37:21] from Santa Monica, and I suspect it is [37:23] just a PS5 target. I mean, their [37:26] lighting has always been somewhat [37:27] conservative, I would say. Um, that was [37:30] true of God of War 2018, and it was [37:32] doubly true of God of War Ragnarok, [37:34] which was a crossgen game as well. And I [37:37] felt like this was improved in that [37:40] regard over Ragnarok, which is what you [37:42] would expect to see from a native PS5 [37:44] game. I think companies always do design [37:46] their games to be more scalable these [37:48] days. You do consider that it may launch [37:50] on other platforms in the future. That's [37:52] probably the case here, but I'm not sure [37:55] that they would go back in and like toss [37:57] just RTGI on something when it's been [38:00] lit by artists the way it has been [38:04] already, right? Like I think this is [38:06] just this is what the game looks like. [38:07] Take it or leave it. [38:10] >> So which I think it looks good. It [38:12] doesn't it's not like cutting edge, but [38:14] it's a it's a handsome game, I would [38:16] say. [38:17] >> And image quality seems pretty good and [38:18] 60 fps. Like we're kind of at this point [38:22] I've seen in this generation where most [38:25] games either go for all of those [38:27] advanced techniques and image quality [38:29] suffers or you stay with more tried and [38:32] trueue rasterized techniques or just a [38:34] little bit of ray tracing and you can [38:36] typically get better image quality out [38:38] of it. So this seems to be going for the [38:41] latter. [38:43] Uh let's move on. Justin Valero asks, [38:46] "With the relaunch of the 5800 X3D, [38:49] where are we on gaming CPUs? Are we at a [38:51] point where mainstream CPUs are quote [38:53] quote unquote good enough currently? [38:56] What hits the right balance where one is [38:58] not CPU limited on mid-range/high-end [39:01] GPUs since the current consoles running [39:03] on Zen 2? Yeah, first of all, quick note [39:06] about the 5800 X3D. It's back. AMD is [39:09] bringing it back. um they've had some uh [39:12] issues in the way it's packaged, but [39:14] they have indeed managed to bring it [39:15] back. Unfortunately, they're going to be [39:16] charging $350 for it. So, it's kind of [39:20] like a last harrah for the AM4 platform, [39:23] but it's also one that's that, you know, [39:25] it's it's far more than I paid for for [39:28] mine um several years ago, which uh uh [39:31] isn't isn't good. I mean, let's not even [39:34] mention that I got a 5700 X3D from [39:36] AliExpress for £130. [39:39] uh it's almost as good. Uh where are we [39:41] on gaming CPUs? Um the problem is is [39:44] that every single game has a completely [39:46] different CPU level where you can start [39:49] to be CPU limited and it's far more [39:51] prevalent than you may think. Uh we um [39:53] just looked at um the uh Halo campaign [39:56] evolved preview. Um that was CPU heavy. [40:00] Maybe that improved by launch. Um we are [40:03] looking at 007 first light at the moment [40:06] and when there's a lot of crowds uh even [40:08] something like a Ryzen 5 5600 is is less [40:12] than 60 fps. So it's actually performing [40:13] worse than the Zen 2 processor there. [40:16] Basically there's a completely different [40:18] sort of balance between GPU versus CPU [40:20] on every single kind of game at the [40:22] moment. But the the demands on the CPU [40:25] are rising. Um that's that's for sure. [40:29] um you can mitigate it by you get the [40:32] most um uh amplification in frame rate [40:35] by using frame generation um when you're [40:38] CPU limited um however obviously that [40:41] has an impact on latency so there's no [40:43] you know there's there's no easy way of [40:46] saying this this CPU is enough for you [40:49] right I mean um I've even been CPU [40:51] limited path tracing on Cyberpunk 2077 [40:54] with a with a 5090 crazy as that might [40:57] sound uh 4K DLSS performance mode there. [41:01] >> Crazy stuff. I mean, [41:04] >> the thing is, you can't really make a [41:06] single recommendation here when you're [41:09] getting such drastically variable [41:11] results. What I will say is that, you [41:13] know, I played um I played the Halo [41:15] Preview with a 5600. [41:18] I could see I was CPU limited, but you [41:20] know, still in the 50s. That's kind of [41:21] okay. I mean, similar to 007. The Zen 2 [41:26] parts though, I think they're starting [41:27] to uh to show their age somewhat. Um, [41:30] anything to add, Oliver? [41:32] >> Well, the only thing I would add is that [41:35] in addition to the games themselves [41:36] having a variable level of performance [41:39] on given CPUs, there's also people [41:41] having a different expectation as to how [41:43] games should run, right? Like some [41:46] people are really interested in high [41:47] frame rates. Doesn't matter the [41:48] graphical fidelity. Just pump me up to [41:50] like 360 Hz. That's what I want. Other [41:53] people like myself are much more like, [41:54] well, I'm okay at like 100 FPS, 72 FPS, [42:00] 60 fps. Indeed, in a title like um in a [42:04] title like Forts of Horizon 6, I'm able [42:05] to play that game at 72 Hz natively with [42:08] frame gen up to 144 hertz, which to me [42:11] feels pretty good. Other people might [42:12] not like that. Other people might want [42:14] native 144 hertz. In that case, they'd [42:16] need higherend CPU hardware than I have, [42:18] which is like a 13700 K. But in general, [42:21] I would say that if you're, you know, if [42:23] you kind of think of games as being like [42:25] roughly comfortable around console spec, [42:28] I'd want something that's firmly better [42:30] than console spec, just like a Ryzen [42:32] 7000 series processor or an Intel 12th [42:35] gen core. Most of those should be able [42:37] to get you into okay territory in most [42:39] games, good territory in most games. Um, [42:41] and then if you really want a premium [42:43] experience, then go towards the like [42:45] 9,000 X3D processors or even 7,000 X3D [42:48] processors. I think those are really [42:50] good options. But um it's hard to offer [42:53] a blanket statement cuz I could offer [42:54] that statement and then you'd be like, [42:56] "Well, my number one game is Oblivion [42:58] Remastered." Then I'm like, "Well, okay, [43:00] now we have a different set of [43:01] performance expectations to navigate [43:03] around, right? Because we have this game [43:05] that is just miserable on CPUs. You need [43:07] the very fastest you can get and even [43:09] then you might not be happy. So really [43:11] going to depend on the person, going to [43:12] depend on the game, going to depend on a [43:14] lot of things, I suspect." [43:17] John, have you come up against any sort [43:18] of games recently where I mean you're on [43:20] a 13900 K, aren't you? [43:22] >> Uh, I mean [43:23] >> where it's been an issue. [43:24] >> Sure. Personally, I mean, yeah, the [43:26] 13900K versus a 1590. Sure. Yeah. Being [43:30] CPU limited is not uncommon and that's [43:33] often usually where I am limited. Um, I [43:37] that's why I do actually like frame [43:40] generation. I know I know people hate [43:41] frame generation, but I really do. It [43:43] does feel like free fluidity [43:47] uh that doesn't, you know, it's great. [43:49] It overcomes issues with CPU [43:51] limitations, but I actually think for [43:52] this generation, we're in a pretty good [43:54] spot for CPUs. Uh, I think it's balanced [43:58] out where both PCs and consoles alike [44:00] have what I would say are good enough [44:03] CPUs for most applications, especially [44:05] if you're okay with like just 60 fps [44:09] versus I feel like most of the CPU [44:12] bottlenecking starts to happen when you [44:13] want to hit those really high frame [44:14] rates above 60, then that's a problem. [44:18] But for both consoles with its Zen 2 [44:21] CPUs and you know your average PC CPU, I [44:25] feel like you can generally play your [44:27] average game in a very good state and [44:30] it's a lot better than it used to be in [44:32] that regard. So, I mean, I don't really [44:35] have any complaints. I think we're in a [44:37] in a pretty good spot right now. I think [44:39] CPUs still matter. you can still [44:41] bottleneck them easily enough, but it's [44:44] it's not a huge problem for most games, [44:47] and it's something that I think you can [44:49] generally get a good experience both on [44:51] PC and certainly on consoles, which are [44:54] significantly better in that regard than [44:56] than the last generation. And it's not [44:59] even close. [45:01] >> Yeah. [45:02] >> Well, looking back at that last [45:03] generation, I'm just surprised that they [45:05] managed to get so much performance even [45:07] to get to 30. I know [45:09] >> effectively mobilebased x86 cores that [45:13] weren't particularly good [45:14] >> the Jaguars [45:15] >> quantify. [45:17] >> Okay, let's move on. Got this question [45:19] here from anxiously chrono figure to [45:20] round off the show. Hey DDF crew, do you [45:22] think Xbox Series S was M was Nintendo's [45:25] secret savior? I mean, since devs have [45:27] had to target this low-end device, [45:29] moving to Switch 2 development must have [45:31] been easier for them than it would have [45:32] been otherwise if only the quote unquote [45:35] twin consoles existed. Cheers. claration [45:38] point. Um Oliver, you've done a lot of [45:40] Series S versus uh Switch 2 comparisons [45:44] and um what can you say there? There [45:46] does seem to be certain commonalities [45:49] between some of the cutbacks that are [45:51] being made for Xbox Series S that now [45:54] find themselves into the Switch 2 ports. [45:57] >> Completely. Completely. I would say that [45:58] in a lot of cases, we basically see very [46:01] very similar trade-offs being made [46:03] between those two platforms. Um in a lot [46:05] of titles really. One title that comes [46:07] to mind recently, although I didn't [46:08] cover this one, is Final Fantasy 7, [46:11] where it seems like Switch 2 and Series [46:14] S use basically identical settings, [46:17] except that one is using DLSS and one [46:19] isn't, and I can tell you who the victor [46:21] will be in that one, but I think you can [46:23] probably guess yourself. You know, [46:24] there's a lot of commonality between [46:25] those two machines. Obviously, in terms [46:27] of GPU compute, that's one area of [46:29] commonality. RAM is another area. You [46:32] have 10 GB um on Series S of which 8 GB [46:35] is accessible to developers. Switch 2 [46:37] has 12 and 9 GB accessible to [46:40] developers. Pretty similar formula [46:43] there. Um and yeah, you do see fairly [46:47] similar compromises often in Switch 2 [46:49] software as series software. And often [46:51] times when we're trying to project [46:52] performance for games that are coming up [46:54] that aren't released yet, but might have [46:56] a Series S version, we're often looking [46:58] to that Series S version. And so in in [47:00] the case of like 007 First Light for [47:02] instance, I was plumbing through that [47:04] Series S version trying to tell a story [47:06] about, hey, how will Switch 2 run? [47:08] Because I know that Switch 2 and Series [47:10] S often share an enormous amount. Um, [47:12] and yeah, in some cases, we actually do [47:14] see Switch 2. I mean, maybe this [47:16] undercuts my point a little bit. We do [47:17] actually see Switch 2 exceed series ass [47:19] not just in terms of image quality but [47:21] in some cases like for the release of [47:23] Star Wars Outlaws for instance there [47:25] were enhanced rate traced reflections on [47:27] switch 2 greater coverage of rate trace [47:29] reflections in the Switch 2 version than [47:31] Series S. Um, I'm not sure if that was [47:33] the specific platform optimization and [47:35] maybe more just a factor of like, well, [47:37] we had more time and we made slightly [47:38] different choices, but it's interesting [47:40] to see those kinds of divergences in [47:42] software. And especially with DLSS [47:44] nowadays, we do tend to notice that um, [47:46] being a significant advantage on switch [47:48] 2, like in the case of the Resident Evil [47:51] 9 port, right? uh Resident Evil Reququ [47:53] that title looked much I'm sure John can [47:56] concur with me here looked much better [47:57] on Switch 2 than Series S in terms of [47:59] image qualitys. [48:03] >> Sorry, [48:03] >> it ran worse though. [48:05] >> It did run worse. It did run worse [48:07] unfortunately. But yeah, lots of cases [48:09] like that. Lots of cases like that. [48:12] >> John, what do you think? [48:13] >> I mean, I'm sure it helped. I'd also say [48:15] the rise of handheld PCs, like the deck [48:18] helped as well. uh you know developers [48:21] are were interested in ensuring a wide [48:24] range of PC hardware could handle their [48:25] games and modern engines seem to be [48:27] pretty scalable anyway. So I think it's [48:29] just we're at a point where games are [48:31] just scalable enough that it's not the [48:33] same kind of problem that it used to be. [48:35] And I think when you put a little bit [48:37] more extra effort into it, you can come [48:38] up with something special. But I think [48:40] it's also possible just to get decent [48:41] ports without, you know, a huge amount [48:45] of investment and time and resources as [48:47] well. So, Switch 2 is is good for that. [48:50] And yeah, DLSS definitely does a lot of [48:52] heavy lifting in terms of improving [48:54] image quality and which I think is kind [48:57] of what we were hoping for. And it has [48:59] it has indeed played out that way, which [49:02] is great. [49:04] >> Mhm. Yeah, I think it's uh certainly [49:06] been helpful. I mean, because there [49:08] would be like a reference experience [49:09] where certain nips and tucks have been [49:11] made that the developers are comfortable [49:13] with. But at the same time, I think that [49:15] it probably you would have seen similar [49:17] things happen for for Switch 2 anyway [49:19] organically just by the fact that it's, [49:21] you know, going to sell a lot of units [49:22] and developers want their games to look [49:24] great on it. And, you know, they've got [49:26] some good um technology to work with [49:28] there, specifically DLSS. I still really [49:31] do want to see the um Tiny DLSS at a [49:35] higher resolution versus CNN DLSS at a [49:38] lower resolution. [49:40] uh played out somewhere because honestly [49:43] it seems to be the case that the the [49:45] titles where DLSS is most impactful is [49:48] where developers have put in the [49:50] computational cycles into the higher [49:53] quality of version of DLSS paying for it [49:56] with lower resolutions and it seems to [49:58] to to look good and and work well. [50:00] Resident Evil and Pragmata game, you [50:03] know, several games presenting better on [50:06] Switch 2 than they do on um Series S, [50:08] even though there may be a frame rate [50:10] penalty there. So, you know, I kind of [50:12] think it it's it's helped, but I think [50:14] people would have put in the effort [50:15] anyway, uh basically. But even so, we've [50:18] seen some good stuff. Um that was the [50:21] final question, therefore the end of the [50:23] show. So, please do like, subscribe, [50:24] share if you enjoyed it, ring bells for [50:26] whatever happens. Hopefully, instant [50:28] notification. uh [50:29] patreon.com/digitalfoundry. [50:32] Please uh help to support the team and [50:34] uh get early access to DFD direct, early [50:36] access to a bunch of stuff. Um high [50:39] quality ad free video downloads of [50:40] everything we do. Adree website, tons of [50:42] great stuff there. Amazing community, [50:44] too. That's all from us on this one, [50:46] though. Thanks for watching and [50:48] supporting Digital Foundry and we'll see [50:49] you soon.