[0:02] Hello there and a warm welcome of a sort [0:04] to this the 268th [0:07] edition of DF Direct Weekly. Kind of [0:08] feels like we've done 268 in the last [0:11] two weeks based on the amount of events [0:13] we've had to cover, but here we are uh [0:15] back to the regularly numbered direct [0:17] but we are going to kick off by looking [0:18] at Nintendo Direct. Um and joining me on [0:22] the panel as usual now since Alex is [0:25] still out still recovering John Linman. [0:27] Hello. [0:29] >> Hey Rich. Yeah, I I miss Alex a lot. I [0:31] don't know if he'll hear this, but uh [0:33] >> he's a great dude and uh it's been empty [0:36] without him, but I'm glad to have you [0:38] guys here with me today because there is [0:39] a lot to talk about. [0:40] >> Absolutely. And uh hello Oliver [0:42] McKenzie. [0:43] >> Yes. I also miss Alex and I also miss [0:46] the days when we weren't doing five or [0:48] six a week, but I think that's going to [0:50] be over rather soon. I I expect. [0:54] >> Yeah. Uh uh but before we kick off, [0:55] first of all, I want to give a shout out [0:56] to the amazing work that Will Jud is [0:58] doing over at digitalfoundry.net, our [1:00] website. If you're part of the supporter [1:02] program, you'll get that completely [1:04] adree just like our video downloads. Um [1:07] lots of interesting stories happening [1:08] there. ARM showing off its neural [1:10] rendering suite on mobile, which is [1:12] really really interesting stuff. Uh [1:14] we'll actually check spoke to uh the [1:17] developers about that. Do uh check that [1:19] out on the site. NextG GPU rumor [1:21] roundup. What's coming from uh Nvidia, [1:24] AMD, and Intel, or what we think is [1:26] happening based on rumors, and there's [1:28] been a lot of them happening in the in [1:30] the uh a follow-up to Computex there. Uh [1:33] Will reviewed a $90 8K Pro controller. [1:36] That's kind of like 8K refresh rate [1:38] polling rate. I suspect it's for a [1:41] display resolution. $90. but he reckons [1:44] it's worth twi uh it's as good as [1:47] alternatives that are twice the cost. [1:50] And apparently we did indeed have our [1:52] first showing or or um reveal of Intel's [1:55] Z990 motherboard at Copyex. Now there's [1:58] a lot of great stuff hopefully happening [2:00] with Intel with its next generation CPU. [2:03] So that's worth checking out as well. Um [2:06] but that's all from us on that [2:09] particular front. There's plenty of [2:10] other stuff to check out there as well. [2:12] Uh, I guess we should just crack on with [2:14] our first news story. But first, this DF [2:18] Direct Weekly is brought to you in [2:19] partnership with Alienware. The latest [2:22] state-of-the-art Alienware Area 51 [2:24] delivers a flagship reborn with a focus [2:27] on extreme highquality design, [2:29] cuttingedge silicon, and thermal [2:31] precision, and it's available now. In [2:33] addition to top-end GPUs, the new Area [2:36] 51 also supports AMD's Ryzen 9000X3D [2:41] processors. From the 9800 X3D up to and [2:44] including the new 9950 X3D2, Ryzen [2:48] 9000X3D processors deliver by far and [2:52] away the best CPU gaming performance [2:53] we've tested to date and are a key [2:56] recommendation for a high-spec gaming [2:58] PC. And to keep performance sustained at [3:01] the highest level, Alienware has [3:03] overhauled the internals with a new [3:05] gasket architecture. The system uses a [3:08] combination of 180 and 140 mm fans to [3:12] create positive pressure, moving 25% [3:14] more air while remaining 45% quieter [3:17] than prior generations. Combined with a [3:20] 1500W platinum PSU and enough thermal [3:24] headroom to handle the 600W powered draw [3:26] of the RTX 1590, the new Area 51 is [3:30] built for the absolute limit of modern [3:33] PC gaming. [3:37] Okay, so let's do it. Let's talk about [3:38] Nintendo Direct, the last big event of [3:40] the summer showcase season. Um, I think [3:43] there was a general level of [3:44] disappointment um based on what was [3:46] actually shown there. And uh there was [3:49] one big game that we were really looking [3:50] forward to seeing but barely saw [3:52] anything of. Um Oliver, you decided to [3:55] take it upon yourself to choose the [3:57] highlights of the show. And I guess we [4:00] should start with Ocarina of Time, [4:02] right? [4:02] >> Yeah. Ocarina of Time. Interesting [4:04] showing. I think the disappointment here [4:06] that John or rather that Rich was [4:08] mentioning is lies in the fact that this [4:11] game is a title that was kind of heavily [4:12] rumored. It's not really a big surprise [4:14] and a leaker Nate the Hate was talking [4:16] about this some months ago and it's been [4:18] basically accepted wisdom that this game [4:19] would come out at some point in the near [4:21] future. And despite all that, Nintendo [4:24] was revealing it with kind of all the [4:25] panache of a developer, a publisher that [4:29] was revealing a game for the first time [4:30] when we already knew about this title. [4:31] So, they really didn't show us too much [4:33] here, unfortunately. Um, really just a [4:35] couple seconds if I count it out now. We [4:38] have like 15 seconds of what appears to [4:41] be in-game real-time rendered footage [4:43] and then a brief interstitial showing [4:46] like a tapestry before then. So, nothing [4:48] too exciting here. Um, but what they did [4:50] show looks good. You know, I I saw a lot [4:52] of people remark that Nintendo hired [4:54] this man. And perhaps that's not quite [4:56] fair. I think this does look quite [4:57] attractive. Um, in this limited chunk of [5:00] footage, we see Link sleeping, kind of [5:02] like the beginning of the game, although [5:04] there are some indications that maybe [5:05] they've mixed things up a little bit [5:06] just with uh respect to symbolism here, [5:09] but he's sleeping. Uh, he's not [5:12] cell-shaded, but he's obviously quite [5:13] stylized. No TAA, no DLSS, which makes [5:16] me think this might be an internal [5:18] internally developed title because [5:20] that's kind of like the visual signature [5:21] of Nintendo so far this generation. It's [5:23] running at 60 fps. appears to be 1440p [5:26] in this footage based on some pixel [5:27] counts or maybe about 1440p, maybe [5:29] slightly higher than 1440p. Um quite an [5:32] easy count actually uh with no AA or [5:35] very limited post AA or something like [5:37] that. Um quite pleasing, but I really [5:39] want to see more. Like that's the big [5:41] takeaway here. I really don't know where [5:43] they would go with the remake. Would [5:44] they make it open world, god forbid? [5:47] Would they remix things? would they [5:48] basically just deliver a visual remake [5:50] of the title in line with some other [5:51] efforts that we've seen from other [5:52] developers where they really don't touch [5:54] the original gameplay kind of like The [5:55] Last of Us Part One, [5:56] >> right? [5:56] >> Um it's not quite clear. If it's [5:58] Nintendo internal, I kind of suspect [6:00] maybe they'd make more changes. If it's [6:02] external, I would expect them to make [6:03] fewer changes. But um yeah, very curious [6:06] to see where this one goes, but I really [6:08] want to see more footage. And it feels [6:09] really weird cuz they're announcing the [6:11] title for 2026. There's only 6 months [6:13] left in 2026, but they're not announcing [6:15] a date or showing any gameplay or [6:17] anything like that. like it just seems [6:18] like a weird way to announce the title. [6:21] >> Interesting. We've actually got this [6:22] supporter question which raises many [6:24] similar questions. Um, Spotlude uh asks, [6:28] "Hello, DF Crew. I'm intrigued to hear [6:29] your predictions for OOT. Do you think [6:31] it will be a pretty standard remake like [6:33] Grezo did on the 3DS or more of a [6:35] reimagining? Nintendo tend to not change [6:38] the Formula X. The return of Woohoo [6:40] Island and the countless remakes of Star [6:42] Fox prove this, don't they? Do they, [6:45] John? [6:47] So, that is an interesting point because [6:51] by and large when Nintendo does remake [6:54] games, they tend to stay pretty true to [6:56] the original formula. [6:59] But I feel like in the case of Ocarina [7:01] of Time, they if if they were to just [7:05] stick with the original game design as [7:07] it is or as we saw in the 3DS version, [7:10] we would end up with a situation [7:13] similar to and possibly even more [7:15] egregious than uh Metal Gear Solid 3 [7:18] Delta, which I don't dislike Delta, but [7:21] there's this weird disconnect with it [7:23] where like all the underlying animation, [7:25] gameplay, map design, everything about [7:28] it is is the PS2 game, but then they've [7:31] stuck this like super high-end visual [7:33] presentation on top of it. And it's not [7:36] bad, but it makes it feel weird to me. I [7:39] never quite like that. And, you know, [7:42] keeping an older engine running beneath [7:44] the surface is not necessarily something [7:46] that's an issue. Like Shadow of the [7:48] Colossus and Demon Souls from Bluepoint, [7:50] those games had enough like pizzazz in [7:53] the general movement and design that it [7:55] actually worked. But I don't think it [7:57] would work here. And since they've [7:59] already done the 3DS version of Ocarina [8:02] of Time, I feel like it needs to be [8:04] something a little bit more robust. And [8:09] I don't think we really have a good [8:10] blueprint for what that looks like under [8:12] Nintendo, right? Can you guys think of [8:14] anything that they've done where they've [8:16] remade a game and it's significantly [8:20] different from an original? I mean, the [8:22] closest thing that I can think of off [8:24] the top of my head that they published [8:25] but didn't develop was Silicon Knights [8:28] uh Metal Gear Solid the Twin Snakes, [8:31] which was indeed quite different from [8:33] the original in many many ways. Um, but [8:36] that's not really a Nintendo game in in [8:38] the truest sense. So, I'm not really [8:40] sure [8:42] if there is an example of this. [8:44] >> Um, nothing springs to mind. I don't [8:45] know what you think, Oliver. [8:47] >> No, nothing really springs to mind at [8:49] the moment. I mean, there are some [8:51] titles that have been upgraded [8:52] enormously visually, like Link's [8:54] Awakening would be one, right, that we [8:56] saw in 2019. Um, but I'm not really [8:59] sure. I mean, and Nintendo tends to add [9:01] when they do go back to older titles, [9:03] they tend to add more convenience [9:05] features, right? It's like when we saw [9:08] the um Ocarine of Time 3D remake back in [9:11] 2011, they added like some hint system [9:14] to the game to smooth your experience of [9:17] the title if you wanted to go back to [9:19] the the home and see some hints for how [9:21] you might progress. But in general, they [9:23] don't really mess too much with things. [9:25] The only thing that I would think is [9:26] maybe pushing me in that direction is I [9:29] think some people who are more in tune [9:31] with the series than I am have pointed [9:32] out some um possible inongruities with [9:35] this sequence and a similar sequence the [9:37] Nintendo 64 game in the Awaren Time [9:39] remake as well. Um that suggest maybe [9:41] they're messing up the timeline a little [9:43] bit with this title. Um, but also if it [9:45] is a Nintendo first-p partyy title, [9:47] which we have a scan evidence to [9:49] suggest, but perhaps it is, then maybe [9:51] they would feel a little bit more [9:52] freedom to go back and actually change [9:54] things. Um, I'm not quite sure. [9:57] >> Interesting. Um, well, famously, I've [9:59] never played this game. Uh, it launched [10:01] in a period where I just wasn't a part [10:03] of Nintendo whatsoever, and I never kind [10:04] of circled back to it. I was just [10:06] looking at some footage now and [10:08] obviously it's a game of its era and I [10:10] suspect that just producing the kind of [10:11] visuals that were hinted at in this uh [10:14] I'm not even going to call it a trailer [10:15] because it wasn't really was it? Um I [10:18] think it's just going to be a full [10:19] visual revamp and what more do you kind [10:21] of want from that? I mean wasn't the [10:23] original like 20 frames per second as [10:25] well with very very basic um judged by [10:27] today's standards graphics. So I think [10:30] that would kind kind of be enough. I [10:31] mean, um, what I don't know about it is [10:34] certainly made up for by the fact that [10:35] people absolutely love it, the people [10:38] that have played it. So, I'm not really [10:40] sure there's much to be gained from [10:41] going beyond that. Maybe some sort of [10:43] flourishes and and stuff like that. I [10:45] don't know. I mean, this is the the big [10:47] tease, right? Obviously, if it is indeed [10:50] going to be coming 2026, we're going to [10:52] be finding out more about it quite soon. [10:54] Um, should we move on? Should we talk [10:56] about Xenolade because we saw um new [10:59] releases there, Oliver? [11:02] >> Yeah. Yes. There are a variety of titles [11:04] in the mix here. Probably the first and [11:06] most exciting of these. Jeez, I guess [11:08] it's four games that we're talking about [11:10] in Xenolade Saga is Xenolade Genesis, [11:14] which I think looks very good. I love [11:16] the character models. It's very clean [11:18] and pleasing with good cell shading on [11:20] the character models, and the [11:21] environments as well look quite good. I [11:23] think they have very striking lighting [11:24] like in that kind of interior sequence [11:26] that we see here in the school or [11:28] cathedral or whatever it is. Um [11:30] definitely looks a cut above the other [11:31] Xenolade titles and doesn't exhibit some [11:33] of the u more worrying kind of like [11:35] texture tiling and things like that [11:37] we've seen in the other Xenolade titles [11:38] necessarily. Looks quite clean. Looks [11:40] quite good. Very pleasing open world [11:42] title. Um some aliasing here there. It [11:45] kind of looks a little bit like the Elus [11:46] light almost to me because the way that [11:48] it has very clean edges in stationary [11:51] shots, but in motion it's a bit more [11:52] compromised. I did count out one shot [11:54] and it's 1440p roughly speaking. Um [11:58] counted a couple edges on one shot. So [12:00] appears to be a 1440p 30 title which is [12:02] no great surprise. In terms of the [12:04] Xenolade Chronicles Switch 2 editions, [12:06] those are the other titles we're talking [12:07] about. So basically they're going back [12:09] and issuing Switch 2 editions for [12:10] Xenolade Chronicles 1, 2, and three. all [12:13] those titles that originally appeared on [12:15] Switch. Xenolade Chronicles one was a [12:17] Wii title, a 3DS title, and then a [12:19] Switch title with a number of graphical [12:21] enhancements. And um that's actually a [12:24] title that I took a look at because they [12:25] released that game. That's the first the [12:27] three titles they were they're releasing [12:28] here. And it actually looks quite good. [12:30] It's very clean, crisp, pleasing, nice [12:33] to look at. Not at all like a Xenolade [12:35] Chronicles X, which as I'm sure John can [12:37] remark, looked very ugly and upscaled [12:40] and super messy. Um, I actually counted [12:43] it out at 720p internally for Xenolade [12:45] Chronicles one. So, it is being [12:47] upsampled presumably with something like [12:49] DLSS, which there is some evidence of on [12:51] the edge artifacts that we see here. Um, [12:54] so I'm quite pleased by this game and [12:56] yeah, it's definitely nice to see a good [12:59] 60fps update of a Xenolade Chronicles [13:01] title that isn't compromised massively [13:03] in terms of image quality. So yeah, [13:06] across the board, I think Monolith Soft [13:07] delivers some of the best uh Switch [13:10] experiences in terms of their technical [13:11] output. And these titles look to be [13:13] reclaiming that crown after kind of [13:16] slipping a bit with Xenolade Chronicles [13:18] X, which was kind of a messy title on [13:20] Switch 2, I would say. [13:22] >> Uh yeah, I mean reclaiming their [13:25] reputation a bit. I mean, it's it's a [13:27] world of difference to my eyes based on [13:29] what we saw from the prior game. John, [13:31] thoughts? Yeah. Now, this is um one of [13:35] the few games here at the Direct that [13:38] actually was exciting. I do like [13:40] Xenolade Chronicles, [13:42] and I do think this new one, Genesis, [13:44] looks quite excellent. I like the visual [13:46] design. I'm a big fan of that sort of [13:48] curved world design, right? It's [13:50] similar, I guess, in concept to Halo or [13:53] like the this the the world from Zone of [13:56] the Enders where, you know, it's just [13:58] like you traverse it, but you're like [14:00] moving along it in a way as if it if it [14:02] as it rises up against the horizon. [14:05] >> And I hope that there's a way to [14:06] actually seamlessly traverse the world [14:08] in that sense, right? Rather than [14:10] dividing it up into like different [14:12] loading districts, which we don't yet [14:14] know how it's going to play out. But I [14:17] also like character designs. The [14:19] animation with the terrain is better. I [14:21] think Xenolade 1 and two always I never [14:23] liked the way the games looked in motion [14:25] because I especially with Shaw, he's [14:27] basically got Kingdom Hearts shoes on. [14:29] It's the way I always looked at it. Like [14:31] big floppy feet and it just looks dumb [14:33] running around the world. It never felt [14:34] good to me. [14:35] >> And I actually think getting that run [14:37] cycle down is something that helps make [14:39] a game feel good just to pick up and [14:41] play. And it they've definitely [14:43] improved. Xenolade Chronicles 3 was [14:45] already a step up in that direction. So, [14:48] uh, the upgrades I haven't really looked [14:50] closely. Somebody did mention to me [14:52] though that Xenolade 1 has some weird [14:54] performance hiccups. [14:56] >> Uh, did you see anything, Oliver? Uh, I [14:59] saw it drop frames a few times. I was [15:01] really just in the initial area, [15:02] honestly. I tested it out for like 15 [15:04] minutes just to see how it was. So, in [15:06] terms of image quality, I think it looks [15:07] quite attractive. In terms of [15:09] performance, that's harder to judge [15:10] without like later game content, I would [15:12] expect. [15:14] Okay. Well, so yeah, I mean that's [15:15] that's good stuff. I'm excited for those [15:18] games for sure. [15:19] >> Okay, Oliver. So, um Star Fox was part [15:21] of the presentation there. There is [15:23] actually a playable demo out now. Um [15:25] you've taken a quick look at it, right? [15:27] >> Yeah, just a quick look. Obviously, we [15:29] have uh this game is coming in pretty [15:31] soon. I think it's a June 25th release [15:34] date if I'm not mistaken. If my memory [15:36] isn't failing me too badly here, but [15:38] yeah, it's very pleasing. And it's a lot [15:39] of the same content we've seen in prior [15:41] Nintendo showings of this title in the [15:43] direct, but I think it looks awesome. [15:46] The cut scenes look terrific. The [15:47] gameplay looks great. Um, I was able to [15:50] do a little bit more pixel counting with [15:52] this title just to get some preliminary [15:54] counts in the mix here. And in cut [15:56] scenes, it is counting at 1080p. Um, [15:58] which is kind of to be expected. That's [16:01] kind of where I think we had counted the [16:02] game earlier in gameplay. And the [16:04] gameplay also counts at 1080p in my [16:06] accounts. But interestingly, there is [16:07] this divide between the cut scenes, [16:09] which seem to be using some temporal [16:10] image treatment, possibly DLSS or [16:12] something, look very clean, very crisp, [16:14] but 30 fps, and then the gameplay, which [16:17] is 60 fps, but seems to be going along [16:19] with more of that kind of Nintendo [16:21] styling of not actually using uh much [16:24] image treatment, if if any at all. It [16:27] seems to maybe using I think it's using [16:28] a post AA is my guess, based off of the [16:31] image quality characteristics that we do [16:32] see in these sequences. Beyond that, um, [16:35] looks quite pleasing. I wish we saw a [16:37] more, uh, lengthy demo perhaps because [16:40] this is a very brief snippet of [16:42] gameplay, unfortunately, without too [16:45] much, um, too much in the way of like I [16:48] would have loved to see some segments on [16:50] Corneria, right? Some of the uh, early [16:52] missions there. We just get like the [16:54] sequence in the meteoride field, which [16:56] is not that great. And then also, I [16:57] think perhaps more interesting to us [16:59] than any of those like preliminary [17:01] technical details is the fact that this [17:03] title has been confirmed to be using an [17:05] external developer, Villain Studios. [17:07] They also developed uh Knockout City, [17:10] which was that kind of like I think it's [17:11] now discontinued, but that kind of um [17:13] MMO style title. U Mario Kart Live Home [17:17] Circuit as well, another Nintendo title. [17:19] Um Hot Wheels Rift Rally, a number of [17:21] other games. And they're using their own [17:23] internal game engine which is called [17:25] Viper. Um, which is pretty cool. So, [17:28] this is I guess we're kind of right in [17:30] part in the sense that it is using [17:32] proprietary technology, but wrong in the [17:34] sense that it's not a Nintendo developed [17:36] title, which I think we're kind of [17:37] looking forward to because this game [17:39] does exhibit some characteristics that [17:41] would make it pretty tantalizing [17:43] technologically for other Nintendo [17:44] developed titles down the road, right? [17:46] But it turns out this is internal [17:48] technology at Villain. It's not a uh [17:52] internal Nintendo title or Nintendo [17:54] internal uh first-party engine. [17:57] >> Okay. So, um John, you're very keen to [17:59] review this. What do you want from this [18:01] game? [18:02] >> Well, we know that it is a [18:03] straightforward remake, but I guess the [18:05] most interesting thing to me is just the [18:07] way they expand the story stuff outward [18:10] cuz I, you know, getting a little bit [18:11] more of that in there. The original game [18:13] did not have like proper cutscenes in [18:15] the same sense outside of a couple [18:17] little segments. So, I like that [18:19] addition. Um, and this it's just one of [18:22] those classic games. It's fun to revisit [18:25] many times over. So, and it is designed [18:27] to be replayed multiple times cuz a [18:29] single playthrough is pretty short, I [18:31] would say, which is fine. Um, it's like [18:34] a Panzer Dragoon game in that regard, [18:36] >> right? [18:37] >> Uh, but but there's many different paths [18:39] and secrets and all kinds of stuff to [18:41] find. And so, I'm really I'm just in it [18:43] for the additional story stuff and the [18:45] presentation, the visuals. And it's cool [18:47] to learn that it is like their own [18:49] internal engine because of everything [18:51] that Nintendo first party has released [18:54] on the console. It's one of the best [18:55] looking things we've seen yet by far. [18:57] >> Mhm. [18:58] >> I would say. [18:58] >> Mhm. [18:59] >> It feels technically impressive to me. [19:01] >> Mhm. Good stuff. Well, can I have a [19:03] review on that soon hopefully? Oliver, [19:06] let's let's return to your selected [19:09] highlights. Kingdom Hearts. Lots of [19:11] Kingdom Hearts. [19:13] >> Kingdom Hearts. Kingdom Hearts. So [19:15] perhaps the standout here is our first [19:17] gameplay of Kingdom Hearts 4, which was [19:19] announced a number of years ago. [19:21] Obviously, the Kingdom Hearts franchise [19:22] longunning. Kingdom Hearts 3, I think, [19:24] came out in 2019, if I'm not mistaken, [19:26] maybe 2018. This title has been long in [19:29] incubation since then, but I think it [19:31] looks pretty good here. They appear to [19:33] be targeting a 60fps target on Switch 2, [19:37] um, which is quite good. There's some I [19:39] didn't get a pixel count on this, but it [19:41] seems quite clearly low resolution. [19:43] Maybe some reconstruction artifacts in [19:44] the mix, some messy looking SSR, things [19:46] like that. But 60 fps on Switch 2 for a [19:48] current generation title. Pretty cool. [19:51] Um, some of the city environments do [19:52] look a little bit bare. I wonder if that [19:54] might be touched up a little bit on some [19:55] of the bigger consoles in terms of their [19:57] lighting presentation or asset detail or [19:59] anything like that, but the cut scenes [20:01] look quite terrific here. So, some good [20:03] signs there for Kingdom Hearts 4. They [20:05] are also releasing Kingdom Hearts 1 to 3 [20:08] on Switch 2, which I'm glad those are [20:11] getting a Switch 2 port. And the first [20:12] two titles are coming to Switch One as [20:15] well. Um, if you might recall, there was [20:18] a Kingdom Hearts 1 to3 cloud edition for [20:21] Switch One, which released some years [20:23] ago, but that did not include any [20:25] obviously native rendering on device [20:26] itself. It was all in the cloud. And I [20:29] don't know, it's kind of bittersweet cuz [20:30] I'm glad that they're coming back and [20:32] reintroducing those title those titles [20:34] running natively on Switch One and [20:36] Switch 2. That's terrific. But they're [20:38] discontinuing the uh Switch One edition, [20:41] the Switch One clouded edition, which [20:43] is, you know, maybe fine, but they're [20:45] also pulling the server support for [20:47] those titles in 2027. So, it really does [20:49] indicate when you buy these cloud [20:51] editions on Switch or Switch 2 or [20:53] whatever, you really don't know what [20:54] you're getting into, right? And in some [20:56] cases, they can pull support for those [20:58] games sooner than expected. I think [21:00] having support for those titles for only [21:02] one year past the d-listing date I think [21:04] is probably not a reasonable way to go [21:06] here. [21:07] >> No, that's kind of crazy. On the one [21:09] hand, I'm kind of glad it's going [21:11] because whenever we've tested it, it's [21:13] just been awful. I can't believe that it [21:15] was sustainable. On the other hand, if [21:17] people have bought it, they deserve [21:19] something for their time, for their [21:20] money, basically. Um, John Kingdom [21:22] Hearts. So, actually, weirdly, one of [21:25] the one of the things about this that [21:26] caught my attention is like the [21:28] technical presentation of the Direct. [21:31] Uh, if you actually watch the Direct as [21:32] they showed it, uh, it was broadcast at [21:35] 60 frames per second and there was 60 [21:37] fps content in there. And in fact, the [21:39] logo for Kingdom Hearts 4, which is part [21:41] of the video, is 60 frames per second. [21:44] But guess what? The gameplay and [21:46] everything shown in that version of the [21:48] trailer is all 30. Yet, you guys were [21:51] saying like, "Oh, no. It looks like 60, [21:53] but that's only in the dedicated Kingdom [21:56] Hearts 4 trailer. So, I was like, wait, [21:59] did they mess it up? Like, clearly they [22:02] delivered a 60 fps asset because the [22:04] logo for the game is 60, right? So, it's [22:07] not like they uploaded a 30 fps trailer, [22:10] but why the difference? Is it other [22:13] console footage? Like, what's going on? [22:15] Like I really don't know cuz on [22:16] Nintendo's official website or YouTube [22:19] channel, they have the 60fps version of [22:21] the of the game trailer. So [22:24] >> really baffling to me. And it's funny [22:27] that they would show it at 60 because [22:29] from what I've seen, Kingdom Hearts 3 on [22:31] Switch absolutely does not run at 60. [22:35] It's quite bad. Uh, so, um, I would [22:39] genuinely be shocked if they were able [22:41] to get Kingdom Hearts 4 running at a [22:43] stable 60 on Switch 2 when when Kingdom [22:45] Hearts 3 can't even do that. You know [22:47] what I mean? [22:48] >> Yeah. I mean, it's interesting because [22:50] now I'm going I'm pressing the uh the [22:53] frame by frame buttons on the YouTube [22:55] trailer and it looks like the the the [22:57] standalone trailer, the initial [22:58] cinematic is 30 [23:00] >> and then and then it swaps to 60. [23:03] >> Um, that's that's kind of weird, isn't [23:04] it? [23:06] It's extremely weird. I I don't know. I [23:09] don't know what's up with it, but [23:10] >> it definitely does look like plausibly [23:12] rough and aliased and it has issues, but [23:16] I would concur with John that I would be [23:17] a little surprised to see a title like [23:19] this hit 60 fps on Switch 2, unless it's [23:22] been architected from the ground up to [23:24] be a 60 fp Unreal Engine 5 and it's [23:26] using [23:27] >> those types of features. And I just [23:29] don't believe that they're going to so [23:31] easily [23:31] >> Well, we don't we don't know what [23:32] features they're using yet, right? But I [23:35] I otherwise. Yeah, [23:37] >> we need we would need to look. I do see [23:40] SSR it looks like. So, it could just be [23:42] that. And who knows about the lighting. [23:44] >> So, we'll see. Like maybe they'll [23:46] surprise us. And that actually brings us [23:48] to this uh the third party aspect of [23:51] this show actually. And that as somebody [23:54] that owns all platforms, uh it was a bit [23:58] unexiting for me, but I I can see why [24:00] some folks would be excited. Like they [24:02] basically showed eight games that [24:05] already exist on other platforms and are [24:07] getting ports and then six six games [24:09] that are upcoming that are going to be [24:10] on other platforms as well. But hey, it [24:13] does show third party support. But the [24:15] one that stood out actually was Dragon's [24:17] Dogma 2 Dark Arisen. [24:19] >> Not only because it's like the Dark [24:21] Arisen version, but when we first [24:22] started talking about Switch 2, we [24:24] admittedly underestimated that it could [24:27] actually handle this game. And I [24:29] maintain that the original Dragon's [24:31] Dogma 2 that was released probably would [24:33] not run well on Switch 2, but Capcom has [24:36] continued to update and improve the [24:38] game. And I can see that they've [24:41] obviously made changes then that allow [24:43] them to now target Switch 2 as well. And [24:46] that's cool to see. Um, the thing is is [24:50] like the original Dogma 2 was really not [24:53] wellreceived, especially in Japan. [24:56] People were really bummed out by it. So, [24:58] and it was the same actually with [24:59] Monster Hunter Wild. So, like Capcom's [25:01] mostly had hits this gen, but these two [25:02] games fell short, but this is their [25:05] chance to sort of redeem themselves. And [25:07] I think that may indeed be possible. I [25:10] hope so. I'd like to see it cuz [25:11] conceptually there's a lot still a lot [25:13] of good stuff going on. And, you know, [25:16] the the update of the original Dragons [25:19] Dogma also arguably got better. So, [25:21] we've been here before, [25:22] >> but yeah, I'm happy to see that. in [25:24] other re engine games. Of course, Oni [25:26] Musha was announced for the Switch 2. [25:29] And now I'm skeptical because that was [25:31] also shown running at 30 FPS in the [25:34] Direct trailer, but could it actually be [25:37] 60? [25:38] >> Like I don't know. Like now I don't know [25:40] if I trust what the Direct is showing [25:42] us. You know what I mean? [25:44] >> Oh no. [25:45] >> Um I would like to direct your attention [25:47] to the 24 mark in the dark in the [25:49] Dragons Dogma 2 Dark Arisen uh trailer, [25:52] the standalone trailer. Okay. [25:54] >> And uh again, move frame by frame. And [25:57] it's it's 60 frames pers, but it really [26:00] does look like fame gen. Sorry. [26:04] >> I I suspect this title is unlocked, [26:06] right? Cuz it is it is 60 fps in some [26:09] portions and like 40 to [26:10] >> Oh, you're right. No, I Okay, so look at [26:12] this. You're right. The discoveries [26:14] continue, Rich. I brought up the [26:16] official one on the Nintendo UK channel [26:18] and sure enough, it is like an uncapped [26:20] frame rate. I can just see by eye [26:22] whereas the direct itself. So, let me [26:24] let me go to Oni Musha uh for Switch 2 [26:29] trailer. We're doing this live, folks, [26:30] because this is this is a discovery. All [26:32] right, so here it is. Nintendo of [26:33] America Way of the Sword, just the [26:35] Onimusha trailer. What do we got? [26:38] Okay, that trailer is still presenting [26:41] at 30. It's a 4K 60 upload, but that's [26:44] 30. So that actually might just be 30 [26:46] fps which would be interesting cuz they [26:49] don't usually cap their games, [26:50] >> right? [26:51] >> But now like we've opened up this can of [26:54] worms guys where like you look at this [26:56] direct and it's like you know they [26:57] showed Stellar Blade for instance that's [26:59] coming to Switch. I love Stellar Blade [27:01] but that was shown at 30 fps. So now [27:03] it's like wait I need to go check out [27:05] the trailer. Well actually no that looks [27:07] uncapped on the direct. My bad. Is it [27:10] was uncapped when I looked at it. Yeah. [27:11] Yeah. [27:12] >> So So that one's actually that one's [27:13] actually correct. It's just uncapped and [27:15] >> I think it's just Kingdom Hearts. That's [27:16] a possibly a problem there. But I [27:19] >> Kingdom Hearts and Dark Risen because [27:21] Dragon's Dawn also doesn't [27:23] >> Was it 30 FPS in the direct only? [27:25] >> Yes. [27:26] >> Oh, okay. Yeah, [27:27] >> it looks choppier to me. [27:29] >> Um, yeah, I would I would also I' I'd [27:32] certainly echo John's thoughts there, [27:34] but but I'd have a concern overall here [27:36] with like I am happy they're bringing [27:38] Dragon Sign to Switch. I'm less happy [27:40] that it seems to have a very [27:41] inconsistent performance level that's [27:43] like all over the place in line with [27:44] other Capcom pedals. But yeah, what do [27:46] you expect? Well, in this case, it seems [27:48] to have some sequences that are like sub [27:50] 30 fps and some that are hitting 60 fps. [27:52] That's not too [27:53] >> Actually, you're right. This this might [27:55] be okay in the direct. It might just be [27:57] Kingdom Hearts 4. I'm looking at it [27:58] again. It's just it's just the [28:00] performance is so unstable. [28:02] >> Yeah. Yeah. It's [28:04] >> there's also like um like other titles [28:06] here that I saw that were a little bit [28:08] unconvincing. Final Fantasy 14 appeared [28:11] to exhibit some performance issues at [28:12] times in the footage they did show off [28:14] which was not too promising. [28:16] >> Mark Triforce Detlesson who covered FF14 [28:18] also noted that it looked and ran very [28:20] bad in that video. So that's not [28:22] promising. And he is our resident uh [28:24] Final Fantasy 14 expert. [28:26] >> Right. And then also Metaphor Refantasia [28:28] was shown in this foot in this uh set of [28:30] trailers here. and it appears to be an [28:32] unlocked frame rate kind of like PS5 is [28:35] but at 1080p resolution it appears to be [28:38] um and it looks very very rough. So in [28:41] general like I'm I'm very happy that [28:42] Switch 2 is seeing a lot of third party [28:44] support but in terms of the actual games [28:47] that are being brought over I'm seeing a [28:48] lot of really inconsistent unpleasant [28:51] performance trends possibly with this [28:52] these titles. Again this is purely [28:54] software so you don't want to judge too [28:55] much but like you look at a title like [28:57] Space Marine 2 and it's like did we [28:59] really need that on Switch 2? I'm not so [29:01] sure, especially when performance is [29:02] going to be maybe not the best in these [29:05] games. And with Capcom, they have a [29:07] unique issue, which is this unlocking of [29:08] frame rates, which I'd love to see [29:10] addressed in some form. It's not great [29:12] in a title like Pragmata, which is like [29:14] 60 fps sometimes, but mostly 40 to 50 [29:16] FPS, but with a title like Dragon [29:18] Stockman 2, which is much more CPU [29:20] starved, I suspect it's going to be a [29:22] much bleaker output there without a 30 [29:25] fps lock. So yeah, I just want to [29:27] clarify there is a weird shot in that [29:29] Dragon's Dogmouth trailer where [29:31] something is happening there that [29:32] doesn't look right, but the rest of it [29:33] does look just standard unlock frame [29:35] rate. Um, John, [29:38] >> I was going to say uh I do think Oliver [29:42] stuff like Space Marine 2 is like just [29:45] interesting from a technical standpoint. [29:47] >> Sure. [29:47] >> And that's I I thought about this a [29:49] little bit. So, like what makes a port [29:50] like that interesting or not to me and [29:53] maybe our audience kind of comes down to [29:56] the technology behind it. If it's just [29:58] another Unreal game, for instance, you [30:00] can kind of presume it's just going to [30:01] be lowering the usual settings in the [30:05] specific way that they do and will have [30:07] performance that's likely not going to [30:08] be great. And that's, I think, kind of [30:10] boring. But Space Marine 2, I believe [30:13] that's their own in-house technology [30:15] still. It is not Unreal. and that game [30:18] is doing some pretty cool and different [30:19] stuff. So, in that case, personally, I [30:22] would find that very interesting because [30:23] then we get to see how they adapt that [30:25] engine to something like the Switch 2. [30:28] And so, that's kind of where my line is [30:30] is like, are they doing something [30:31] interesting with a port? Yes or no. Is [30:34] it a different engine than something [30:35] like Unreal? Yes or no? That's kind of [30:37] what determines. But, I will say, you [30:39] know, it's good for Switch 2, especially [30:41] at this point with the cost of all the [30:43] hardware being what it is. Uh, if you [30:45] only have a Switch 2 for instance, then [30:47] yeah, it's great to have these [30:48] thirdparty games on it. [30:50] >> Interesting. Space Marine 2. I didn't [30:52] know about that one, but man, that is [30:54] super CPU heavy. So, I'm going to be [30:56] very to see what they're doing on that [30:58] one. [31:00] >> Of course, the biggest announcement, [31:02] Rich, was mina [31:05] Minecraft. [31:06] >> Okay. [31:06] >> It showed they had a segment on freaking [31:08] Minecraft for some reason, and it wasn't [31:10] even running smoothly. So, I'm [31:11] completely baffled by that. [31:14] Okay. [31:15] >> I mean, like, why? It's like whatever. [31:20] >> But there was other good stuff in there. [31:22] I mean, they showed a little more of the [31:24] Dusk Bloods, which is that From Software [31:26] game that's sort of Bloodborne adjacent [31:29] uh aesthetically. [31:31] >> So, that's that's looking good, I would [31:33] say. Uh we've got Thumb Wrestling in [31:36] Nintendo Switch Sports Resort, and we [31:38] were given a nice two or three minute [31:40] demonstration of that. So, if you really [31:42] like thumb wrestling, Rich, and [31:44] skateboarding on grass, that game's got [31:46] you covered. Um, Mura Masa is coming [31:48] back, which is cool. But that's also [31:51] coming to PC, but that's um that was [31:54] originally a Switch game or sorry, a Wii [31:56] game [31:57] >> that then was ported to the VA and now [32:00] we're getting a new version on multiple [32:03] platforms, including the Switch 2. [32:05] >> So, and then Hello Kitty Party Land. [32:07] >> Okay. I think Tom was particularly [32:09] excited by that one for some reason. [32:11] >> Yeah, he he that was the thing he posted [32:13] the most about in the Slack channel, so [32:15] expect coverage from Tom. [32:18] >> Um, sorry. Go ahead. [32:20] >> The last thing I I I noticed, um, they [32:22] actually are bringing Devil May Cry 5 to [32:26] the Switch, too. [32:27] >> Yeah, that's cool. [32:29] >> I love Devil May Cry 5. So, that's [32:31] that's interesting that they've It's [32:33] Capcom mining the back catalog again, [32:35] right? And hey, why not? Yeah. Yeah. I'm [32:38] still waiting for the control port for [32:40] Switch to I mean, it's got to happen. [32:41] >> You think it'll happen, right? [32:42] >> Well, you can play it on an iPhone with [32:44] with raid tracing. [32:46] >> Oh, that's a good point. Yeah, [32:47] >> shortly. I I'm surprised we haven't seen [32:49] it yet. Um, so Oliver, um, we had Rise [32:53] of the Tomb Raider Shadow Dropping after [32:56] the event. It's playable. You can buy it [32:58] now. Should we? [33:01] >> Uh, well, that's that's the question of [33:03] the hour. Um, I did to test it, I guess. [33:07] So, that's uh not but it's I don't it's [33:09] not a vote of confidence on my part [33:11] because I I was concerned about this [33:13] port because Aspire is the studio [33:14] handling this one. They also did the [33:16] Tomb Raider 2013 port to switch to a few [33:20] months ago which was very compromised. [33:22] Had some concessions even relative to [33:25] the PS3 and 360 versions. Not a very [33:28] good title. And uh here I would say this [33:30] is better, but it still has compromises [33:33] that are like totally bizarre. So you're [33:35] missing some visual features relative to [33:37] PS4. So there's no motion blur for [33:40] instance, right? No motion blur [33:41] whatsoever in the game. Um there's no [33:44] shadowing in some instances, like for [33:46] instance in this cut scene, like all the [33:48] small details in the wall behind Delara [33:50] are unshadowed, like the pins. And in [33:52] this shot, all the distant shadows for [33:54] foliage are missing. So, it looks very [33:57] flat and ugly and not very pleasing. [34:00] Lacks depth, I would say. And then in [34:02] that cut scene earlier, there also some [34:04] miss missing objects like part of the [34:05] building in this shot, which is just [34:06] totally gone, and then the beams in this [34:08] shot. So, it seems like they're missing [34:11] like they're just porting these games [34:13] over and missing a lot of the uh visual [34:16] minutia of what make them look so good [34:18] on current generation platforms. At [34:20] least like the the hair is similar. Um, [34:23] the lighting overall is similar, but [34:25] there are these weird cuts here and [34:27] there that don't feel totally [34:28] intentional. I'm not totally sure what [34:30] their porting process was, but it does [34:32] not seem like it was uh rigorous enough [34:34] perhaps. Um, frame rates are okay. It [34:36] seems to be doing a good enough job at [34:38] 30 fps. There's no DLSS here. Seems to [34:40] be a pretty similar image treatment to [34:42] the PS4 version of the game, but yeah, [34:44] it's inferior to PS4 in a few key ways. [34:47] And the overall vis visual presentation [34:49] looks fine, but it's really unfortunate [34:52] to look at these ports and say, "Well, [34:54] it's actually missing some key visual [34:56] stuff relative to that PS4 version." Not [34:59] really where you want to be with a [35:00] Switch 2 version of a game. [35:01] >> John, Rise of the Tomb Raider was a a [35:03] benchmark game for Digital Foundry back [35:05] in the day. I mean, God knows how many [35:07] times you covered it. Here it is again. [35:09] >> I Exactly. I mean, I I don't have too [35:12] much to say, but this is possibly one of [35:14] the games I've covered the most on [35:16] Digital Foundry. And it always felt like [35:18] just when we thought we were done, a new [35:20] version would come out. Yeah. [35:21] >> And after the last version, I thought [35:23] for sure that it was over. We were not [35:26] going to be revisiting this game again. [35:27] But here we are. It's 2026 and there's a [35:30] new version of Rise of the Tomb Raider. [35:32] I do want to check it out just out of [35:34] morbid curiosity at this point. But the [35:36] thing that really gets me and what I I [35:38] cannot stop laughing over is it's called [35:40] Rise of the Tomb Raider 20ear [35:42] celebration, [35:43] >> right? [35:44] >> Like do I I know now where that comes [35:47] from. But do you know why? Like when you [35:49] when you look at the title, you're [35:50] thinking like, okay, what like what what [35:52] are they celebrating? [35:53] >> Well, [35:54] >> what would you think? What would you [35:55] guess Rich? [35:56] >> What happened in 2006 then? Tell me. [35:59] Well, so at first I was like, wait, 2006 [36:03] is the first Crystal Dynamics Tomb [36:04] Raider, so maybe that's what they're [36:06] celebrating. But it turns out 20 years [36:09] Celebration was the subtitle for the PS4 [36:11] version released in 2016, I think, which [36:14] was celebrating the 20 20 years of Tomb [36:17] Raider. And I think because it's a port [36:20] of that version, they just left 20 years [36:22] celebration on the title despite the [36:25] fact that it's no longer relevant to [36:27] what it was originally celebrating. So I [36:30] guess theoretically they could be [36:31] celebrating Crystal Dynamics releasing a [36:33] Tomb Raider game, but I really don't [36:35] think that's what they're doing. I I [36:37] think this is just they just left the [36:38] title alone rather than change it to [36:41] like 30-year celebration. Yeah, they're [36:43] they're well they're trying to indicate [36:45] parody feature parody with the 20-year [36:48] celebration version which has like some [36:50] new features, co-op things like that. So [36:52] I think it's just to indicate that's the [36:54] version of the game you're getting. [36:55] >> It's pretty dumb though. [36:56] >> It should be 30ear celebration. I agree. [36:59] But [37:01] >> wow. [37:01] >> Oh man, I love it. [37:03] >> Okay. Uh well that was the last event of [37:06] the summer showcases in 2026. Although [37:09] we said that after Xbox and then more [37:11] came along so who knows at this point [37:13] but let's move on. Um so after the Xbox [37:16] showcase uh we saw earlier. Um we [37:19] actually now have 30 minutes of gameplay [37:22] from Fable and uh certainly interesting [37:24] stuff and certainly very different to [37:26] the presentation we we saw at the [37:27] showcase which looked like some sort of [37:29] amazing sort of action adventure. This [37:31] is kind of like classic Fable, right [37:33] John? [37:34] >> It is and it isn't. So, what I like here [37:36] is that it does seem to be more than I [37:39] expected building on the promises of the [37:42] original Fable uh on technology that can [37:45] now support that vision. So, if you go [37:48] back to the original game, uh Peter [37:50] Molly knew as usual was promising the [37:52] world and that was one of his most [37:53] egregious examples. Um and it made it [37:57] sound like a game where you could do [37:58] anything and it was just like this wide [38:00] open thing of freedom. For me, this [38:02] Fable released not that long after I [38:05] first experienced the glory of uh The [38:07] Elder Scrolls Marowind. [38:09] And I had this vision of like, wow, [38:11] Fable's going to be like Marowind but [38:13] with like all this extra stuff you can [38:15] do. And then it turned out it was just a [38:18] bunch of loading screens and like every [38:20] area in Fable was broken up into tiny [38:22] little segments. [38:23] >> Yeah. [38:24] >> Which was crushingly disappointing at [38:27] the time and I didn't love the game. The [38:30] sequels improved upon that, but they [38:32] never fulfilled that. This actually does [38:35] seem to, and this is an example where I [38:37] do think an open world actually makes [38:38] sense, but this seems to offer a lot of [38:41] the granular interactions and like life [38:44] management features that Fable kind of [38:47] attempted and was originally promising [38:49] to deliver, but it's actually doing it [38:52] at scale and with technology that can [38:57] support all of that. And so I was really [38:59] surprised and impressed with just how [39:01] much stuff is going on beneath the [39:03] surface here. And I'm very curious to [39:06] see how it all plays out because yeah, [39:09] all the trailers for this just painted [39:11] it as more of an action adventury thing [39:13] and it was unclear if they were going to [39:15] sort of retain that original vision, but [39:17] they've definitely embraced it. And so [39:19] it seems like it could be a game that [39:21] combines that sort of like those [39:23] impressive moments, but with this more [39:26] life management side of things as well. [39:30] And boy, you can become if you want to [39:32] like like just kick the whole town's ass [39:34] and become like a total criminal and a [39:36] dirt bag, they have shown in this demo [39:39] that you can still do that, which is [39:41] great. So [39:42] >> I did enjoy that. 25 minutes of [39:45] basically trying to uh uh manage the the [39:47] the town nicely and be a per a great [39:50] person to everyone and uh romance the [39:53] local shopkeeper and then at the end [39:55] they just start randomly killing people [39:58] uh after uh saving a centurion pig [40:02] pig. the pig. [40:04] >> The thing is, you know, that was the [40:06] thing, right? Because um uh those some [40:09] of those alternative choices for Colin's [40:12] fate look pretty grim, [40:15] right? Yeah. The pig dies [40:21] and I like that they're not they're not [40:22] really shying away from that stuff. It [40:24] seems like they're really embracing [40:25] this. You can go totally good or totally [40:27] evil or somewhere in between. And it is [40:30] fun to mess with that stuff and see what [40:33] happens as a result. And it really seems [40:34] feels like they are going to try to pull [40:36] it off. So that's great. And in [40:38] addition, of course, visually speaking, [40:41] I think the game looks really nice. Y [40:43] >> um it's it's a little bit more back down [40:46] to earth now that we've seen more of the [40:48] gameplay, right? But it's still like I [40:51] really love the subtle lighting in this [40:54] game and the detail levels and the [40:56] characters. Uh, I mean, I know it's a [40:58] different team with a different goal, [40:59] but I was a little worried about that [41:00] because let's be honest, Forts of [41:02] Horizon may have amazing looking cars, [41:04] but its characters are pretty awful. [41:07] >> So, Playground Grims has never [41:08] demonstrated that they're good with [41:10] character design and like rendering [41:12] characters in a game world, but this [41:14] obviously puts that to bed and they look [41:16] excellent. I think, you know, the [41:18] highlight for me was basically your your [41:20] avatar turns up in this town to [41:22] investigate weird things going on and uh [41:24] he asks the talking pig about the weird [41:26] things and the talking pig says, "Yeah, [41:28] nothing crazy going on here." [41:32] >> Oliver, what were your thoughts? [41:34] >> It's nice to have this kind of slice of [41:35] exploration and talking to villagers and [41:37] stuff like that because it does indicate [41:39] what you'll be able to do in this game [41:40] during your downtime. My kind of concern [41:43] with these systems is like how deep do [41:45] they go? Is this just a game where you [41:47] can check a lot of boxes and you can [41:49] have like this little fun social [41:50] simulation for 30 minutes or an hour and [41:52] then it becomes kind of tiresome or how [41:54] like how deep or involved do these [41:56] gameplay systems go beyond just like the [41:58] reputation system changing a few in-game [42:01] events things like that. Um I'd be [42:03] curious to see how deep it goes because [42:06] to me at least in these kinds of titles [42:07] I tend to treat them as like a kind of [42:09] completionist exercise of like I want to [42:11] do all the quests, I want to do all the [42:13] main story content. I want to complete [42:16] all the kind of uh carefully handcrafted [42:18] and iterated on uh content in the game. [42:21] I'm not really so interested in these [42:22] kinds of social dynamics in titles like [42:25] this, but this seems really cool. [42:27] Technically, this is a 30 fps showing. I [42:29] don't know whether that's representative [42:30] of console footage or exactly what it's [42:33] meaning to represent here. I'd presume [42:34] this game would have a 60 fps mode as [42:37] well. I would definitely agree with John [42:38] in that sense. I think the lighting is [42:40] quite attractive in this title and uh [42:42] I'm definitely curious to see how this [42:44] pans out when it does get released. I [42:45] think they delayed it uh apparently to [42:48] get away from Grand Theft Auto 6. I'm [42:50] not quite sure the extent to which they [42:52] need a little bit more time with this [42:53] title. I certainly wouldn't blame them [42:55] for that, but it'll be interesting to [42:57] see this game when it releases I think [42:58] in early 2027. [43:01] >> Yeah, I think it's a a wise move. If [43:03] they needed more time to do to to polish [43:05] it, absolutely fine. But I also think [43:07] that, you know, let's say they released [43:09] before or indeed after Grand Theft Auto [43:11] 6, um, and Grand Theft Auto 6 comes out, [43:14] then suddenly you've you've invested [43:15] like what, six, however many years of [43:18] development into this, and the audience [43:20] are going to be very easily tempted away [43:22] to play GTA 6 instead. And um, that [43:25] would that would be pretty bad. Yeah. [43:28] Um, I I thought this looked pretty good. [43:30] I thought uh actually seeing the game in [43:32] motion um uh and actually a sort of deep [43:35] dive into how it all plays out on the [43:38] sort of micromanagement scale kind of [43:40] demonstrated to me that it's you know I [43:42] just don't have time for that kind of [43:44] level of immersion. So I'm going to be [43:45] really interested to see um just going [43:48] through the quest line how that all [43:49] plays out. But you know if people want [43:51] to sit in this world and inhabit it and [43:52] do all the things you saw in that [43:54] trailer uh that's pretty good. But that [43:56] last five minutes, I just thought, [43:58] "Yeah, that's probably going to be me." [44:00] Just causing some carage. [44:04] >> The game's very, very British, too, [44:06] which is something they've maintained [44:08] from the original. I do wish Patrick [44:10] Marber would make an appearance, who [44:12] famously was uh Peter O'Hanrahan in the [44:14] day-to-day. I I feel like he would have [44:17] been perfect in this game. [44:20] >> Okay. Um let's move on. Okay. Next news [44:23] story of the week. Well, this one [44:24] actually sort of broke a little while [44:26] earlier. There's been reports that [44:28] Nintendo is producing a new model of the [44:31] Switch 2. Now, obviously, we'd love to [44:32] see new OLED screens and stuff like [44:34] that, but this one is actually a bit [44:36] more um legally based in nature. The EU [44:39] is introducing um legislation that [44:41] basically means that um mobile devices [44:44] should have easily replaceable [44:45] batteries. And um they are going to be [44:48] producing a new version of the Switch 2 [44:50] which is apparently um going to have an [44:53] easily replaceable battery. And I think [44:55] this is pretty good news um not least [44:58] for the environment but also for the [44:59] fact that it man you know um I've [45:01] watched tearown videos of the Switch 2 [45:04] and to actually get to the battery is a [45:06] super super involved process. So, the [45:08] idea that you'll be able to buy a Switch [45:10] 2 and then, you know, basically if the [45:13] battery starts to fade, replace it [45:15] easily, I think that's absolutely [45:16] fantastic. And there's um I think the [45:18] legislation should indeed cover the um [45:21] Joy-Cons [45:23] >> as well. Um and possibly the Pro [45:25] Controller. Um, based on what Nintendo [45:27] is saying, anything with a be product [45:30] code, a B product code, um, will have a [45:33] version for the, um, for the for the EU [45:36] which has replaceable batteries and that [45:38] would cover the JoyCons and the Pro [45:40] Controller. So, hopes are high there. [45:42] Um, this is a really good initiative, [45:44] right John? [45:45] >> Oh, it's fantastic. It's actually an [45:48] example of legislation that's genuinely [45:50] beneficial beyond just, you know, any [45:53] environmental impact. This is more about [45:55] the right to repair and allowing users [45:58] to like really own and manage their own [46:00] equipment, right? Uh these built-in [46:02] batteries, especially the ones that are [46:04] difficult to get to, it's a serious [46:05] problem because batteries do not last [46:07] forever. And when they do go, not only [46:10] is there a potential safety hazard in [46:12] some cases as far as like expanding and [46:15] exploding, right? But it also means, you [46:18] know, your product is dead until you can [46:20] find a way to replace it. And at least [46:22] in the case of Switch One, when there's [46:24] no battery or no charge to it, the [46:26] console cannot operate, right? So, you [46:29] need a working battery in there, which [46:31] is something I worried about for the [46:33] longevity of this these systems. And [46:35] it's specifically this that has kept [46:37] things like the PSP and the the DS and [46:40] even 3DS like alive long term is that [46:44] the battery is easily swappable. So you [46:47] even when that original battery has [46:49] failed and many of them have at this [46:50] point uh it's easy to replace and you're [46:54] going again and yeah some of them have [46:56] had issues with swelling especially the [46:57] PSP [46:58] >> and that may or may not happen now but [47:00] again it's replaceable so not a big deal [47:04] >> but these these modern devices man [47:06] you're absolutely right taking them [47:07] apart getting to the battery it's [47:09] extremely fiddly work uh like tiny tiny [47:13] little parts like small screws and very [47:16] careful carefully placed ribbon cables [47:18] and all kinds of stuff like that which [47:20] are not necessarily fun to put together. [47:23] I will say [47:24] >> uh I've done some and even just Joy-Con [47:26] replacements. They're not nearly as bad [47:28] as the system, but it's not that fun to [47:30] work on them and it can be a bit of a [47:32] pain. So, being able to replace [47:34] batteries like this makes these models [47:36] awesome. And I would hope that they [47:38] would just embrace this for uh the [47:41] global hardware chain, right? I don't [47:44] know if they will, but like I feel like [47:45] all new consoles sold, you should just [47:48] do this replaceable battery thing [47:50] because it does make the hardware like [47:52] better in terms of uh you know [47:56] longevity. [47:57] >> Yep. There's also there's also the [47:59] potential to have um more energy dense [48:01] cells in there. So you could have longer [48:03] battery life for example. Although what [48:05] I will say is that you know the story of [48:07] um third party batteries that have [48:09] actually failed a lot lot quicker than [48:11] official batteries. I mean, I've got a [48:12] lot of uh uh sad stories to tell on that [48:15] front, particularly when it comes to my [48:17] Dyson vacuum cleaner, but um yeah, [48:20] interesting question from teasing [48:22] hilarity. How Howdy Foundryman [48:23] exclamation point. Given Nintendo have [48:25] to produce the EU replaceable battery [48:27] model of the Switch do, what do you [48:28] think the chances they phase out the OG [48:30] model and just go with the EU version [48:32] everywhere going forward? While they may [48:34] lose some sales from people replacing [48:36] their worn bat VOG units, they hedge [48:38] against other jurisdictions introducing [48:41] similar requirements, keep product lines [48:43] and associated tooling, etc. to a [48:45] minimum and importantly offer all [48:47] consumers the opportunity to keep their [48:49] devices going when the battery wears [48:51] out. Well, you know, that's going to be [48:52] a decision for Nintendo to take, but [48:54] they're quite specific at the moment [48:55] that it seems to be a particular [48:58] variant, I believe, as opposed to like a [49:01] sort of global uh roll out. this EU [49:03] legislation. There's a lot of stuff in [49:05] there that's pretty good. For example, [49:07] um the glue that's used to like, you [49:10] know, basically keep batteries in place. [49:12] A nightmare when it comes to actually [49:14] fixing these things, that's not allowed. [49:16] And similarly, they need to reply uh [49:18] supply replacement parts for 5 years [49:22] after the final device comes off the [49:24] production line, which again I think is [49:26] is is pretty cool. Um Oliver, what do [49:29] you make of all of this? [49:30] >> Yeah, I think this is pretty good. But I [49:31] think the primary change here will be [49:33] getting away from the glued batteries, [49:35] which is very common in consumer [49:37] electronics nowadays to ship devices [49:39] with glued batteries as opposed to [49:41] screwed in batteries or batteries [49:43] secured through other means. Um, which [49:45] is great because right now if you have a [49:47] Switch 2 unit, you want to replace the [49:48] battery. I think you basically have to [49:50] soak soak it in isopropyl alcohol to get [49:53] the adhesive to be removed and then you [49:56] can remove the adhesive and then you can [49:58] stick another battery in there. But it's [50:00] kind of a process. This should ease up [50:02] that whole process considerably. If they [50:05] do move towards screws and pull tabs and [50:07] easier methods of removing a battery, [50:09] that would be great. Um, I would say [50:11] that most Switch 2 users won't need to [50:13] replace the battery hopefully. But [50:15] definitely if you do use your Switch for [50:17] extended periods or for a very long [50:19] time, right, over the course of a decade [50:22] plus, you need to replace that battery, [50:24] this is going to be a really good [50:26] solution for those users and it's going [50:28] to enhance the durability lifespan of [50:31] switch to units in the weld, which is [50:33] great. I'm not sure they're going to do [50:35] this for the whole world because I think [50:36] it is just cheaper, simpler um to use to [50:40] use glue and possibly you can also fit [50:42] in a slightly higher capacity cell as [50:44] well just because you don't need to have [50:46] the kind of associated like tooling and [50:48] marks and areas needed to screw down a [50:51] battery. You can actually have those be [50:52] filled with battery because glue does [50:54] not really require nearly as much space [50:56] and things like that. So, yeah, I would [50:59] assume this will be EU only, but I [51:01] wouldn't mind having a screwed in [51:02] switch, too, even if it had like [51:05] marginally lower battery life. I think [51:07] that's a trade you'd be perfectly [51:08] willing to take for much easier [51:10] serviceability down the line if you do [51:13] want a new battery in your Switch, too. [51:15] >> Mhm. Yeah, I'm going to be interested to [51:16] see who else follows suit on this, but [51:18] certainly the concept of replaceable [51:20] batteries is a is a good thing. Um, [51:22] speaking of devices where the battery [51:24] hasn't gone great, for me personally, [51:26] the original Steam Deck, um, I didn't [51:29] use it for some time and I actually [51:30] found that, um, while the battery life [51:33] seemed, uh, on the face of it to be [51:36] okay, the device would occasionally just [51:38] shut down during play randomly. And I [51:40] think it just wasn't delivering the [51:42] requisite power anymore. [51:44] >> Um, which which wasn't great, right? But [51:47] you know those devices, the PC side of [51:49] things, um certainly it's uh quite easy [51:52] to remove the back at least. Yeah. And [51:55] to get at things. Yeah. Right. [51:57] >> Yeah. But um the switch was definitely a [51:59] lot lot more difficult. Um I kind of [52:02] want to take a look at this new version. [52:04] Um the legislation comes into force [52:06] February next year, I believe. So I'm [52:08] curious as to whether we're going to see [52:09] it sooner rather than later. [52:12] >> Um anyway, um let's move on. Okay. So, [52:15] somehow the RTX 3060 has returned. This [52:18] has been rumored for some time. Uh the [52:20] concept that Nvidia is going to bring [52:22] back a 5-year-old graphics card to [52:24] address uh issues in the supply chain. [52:27] We actually now have evidence that it [52:29] has actually happened. I mean, Oliver, [52:31] you talked to Nvidia in CES, I believe, [52:34] to talk to say these rumors true, and [52:36] they basically said it never left [52:39] production. Uh which I I couldn't back [52:42] that up at all. I couldn't find 3060 for [52:45] sale uh in the UK. 3050 on the other [52:48] hand I think is fair that it did seem to [52:51] still be there. [52:52] >> But uh a company called Manly M L I not [52:58] not the traditional you uh English [53:00] spelling or meaning they have actually [53:02] released um a new 3060 apparently. Um it [53:06] seems to be the good news is it's the 12 [53:08] GB model uh 3584 CUDA cores looks like [53:12] uh standard specification 3060. Um and [53:16] they've released unfortunately a 6 GB [53:20] 3050. Um the original was 8 GB. So [53:23] obviously they've cut down the the [53:25] memory interface there, reduced [53:26] bandwidth. I'm going to be interested to [53:28] see whether Eddie War people actually [53:30] bring out a new a quote unquote new 3060 [53:34] and the extent to which um it will [53:36] actually proliferate in the market. I [53:38] think at this point I'm kind of doubtful [53:41] as it if it's going to sort of get a [53:43] sort of widescale re-release unless it [53:45] is super cheap to make because um um you [53:49] know in the UK you can pick up a a 5060 [53:52] 8 gig model for I don't know about £260 [53:56] which I think is pretty good value [53:59] certainly in the current climate. Um but [54:02] Oliver I'm just kind of curious what you [54:03] make of this uh um whole situation. It's [54:07] kind of bizarre to resurrect a 5year-old [54:10] graphics card, isn't it? [54:11] >> Yeah. The comment the specific comment [54:13] that you received from Nvidia CES was [54:16] that like you said, these cards had [54:18] never left production, which uh I'm I'm [54:22] not sure how to square that with the [54:23] fact that I don't really see any 3060s [54:25] for sale at the moment, but apparently [54:27] there are new cards coming from Manly. [54:29] There's also a report that some limited [54:30] supplies will be coming from apparently [54:33] colorful ASUS, MSI, and Galax according [54:36] to a rumor. So, that's an interesting [54:38] Yeah, that's an interesting outcome that [54:40] apparently was that was reported by [54:41] Video Cards a little bit ago um uh about [54:44] a month ago. So, I I will be curious to [54:47] see what happens. I actually think these [54:49] cards are a good match for the needs of [54:52] modern games actually because they [54:54] combine decent performance with 12 GB of [54:58] frame buffer, you know, and good rate [55:00] tracing performance and things like [55:01] that. So, they're not quite at the level [55:03] of like a current generation console [55:05] necessarily in terms of rasterization [55:07] performance, but they are just about [55:09] there in terms of the performance that [55:10] you need for modern games with enough [55:12] frame buffer to back it up, right? and [55:14] run your high settings, high hair, high [55:17] textures, whatever. Run Indiana Jones [55:18] with no great worries or corals should [55:22] be fine. So, that's very positive in my [55:25] view. But, yeah, I am curious to see [55:27] where this goes. I'm not entirely sure [55:30] where this supply is coming from. Maybe [55:32] Nvidia had some spare parts. You never [55:34] really know with supply because Nvidia [55:36] could be producing cards and they could [55:38] be holding on to them. They could have a [55:40] backstock of cards. We don't really know [55:42] what the production status is on these 8 [55:44] nmter cards from Samsung, right? Who [55:46] knows what what's being produced at what [55:48] times, but I actually think this would [55:50] this is not the worst line to come back [55:53] with the needs of modern games. I [55:54] actually think this 3060 12 GB model has [55:57] aged quite well. Now, uh 306 GB modu [56:01] model I don't think has aged nearly as [56:03] well unless you need like a u device [56:05] that does not use external PC power, [56:08] right? But it's still quite good for uh [56:10] a device that does not use PCIe power, [56:13] but 6 GB is not really good for anything [56:16] but esports these days. 8 GB is really [56:18] the minimum you would want to be at for [56:20] current gen AAA software. And then 12 GB [56:23] is much much more comfortable obviously [56:24] for modern games. [56:27] >> Mhm. Yeah. John, what do you make of [56:28] this? I mean, here's the thing, right? I [56:30] mean, it is 5 years old. Uh we should be [56:32] considering it obsolete and yet [56:35] 12 GB of RAM, that's a very very good [56:37] thing. uh you've got DLSS obviously [56:40] which is you know fantastic technology [56:43] it works [56:45] um and it may not be as powerful as a [56:47] PlayStation 5 GPU but you've got better [56:49] upscaling and you know obviously [56:51] developers are trying to address like uh [56:53] 1440p to 4K resolutions with PlayStation [56:58] 5 via upscaling and the 3060 might be [57:00] weaker but you know chances are it's [57:02] going to be addressing 1080p and 1440p [57:06] screens so I'd say But if the price is [57:08] right, there's actually good reasons to [57:12] to bring back the 3060. I mean, you [57:14] know, it it still performs reasonably [57:17] well. You know, it's not as if the [57:19] feature set has disappeared. It is still [57:21] supported via driver updates. It is like [57:24] number one or number two in the Steam [57:26] hardware survey. So, a lot of people are [57:29] using these cards. I mean, if you're [57:32] going to bring back some older GPUs, [57:34] there are worse contenders. [57:37] Indeed. Uh I just think it's funny that [57:39] we can now pair a 3060 with a a newly [57:43] re-released 5800 X3D and you build you [57:48] you build a it's like building a retro [57:50] PC in the modern and era. But [57:54] >> uh I mean it does it does kind of feel [57:56] like the requirements on games have kind [58:00] of settled into largely like a I don't [58:04] want to say a rut, but we've reached a [58:05] point where even those older GPUs are [58:07] still viable, which it's interesting to [58:11] reflect on. It's probably good in terms [58:13] of like value for customers. uh like in [58:17] the early days of 3D cards or the 2000s, [58:19] like you could never imagine like a [58:21] 5-year-old graphics card still being [58:23] viable in the face of new releases, [58:25] right? Like just no way. Uh but [58:28] obviously times have changed and uh [58:30] given the cost of components. I mean, [58:33] this is it's it's one way to go about [58:35] it, I guess. [58:36] >> Mhm. Yeah, I was just checking your [58:38] dates there, and you're quite right. [58:39] There's an uh 13month difference, I [58:42] think. Uh maybe 14 month difference in [58:44] the release date between the 3060 and [58:46] the 5800 X3. [58:47] >> Yeah. Yeah. Yeah. They they're they're I [58:50] remember them being a bit contemporary [58:52] though. Usually if you get a 5800 X3D, [58:54] you would have a higherend GPU, but [58:55] still [58:57] they're both aged hardware. [59:00] >> Yeah, absolutely. I guess we just need [59:02] to wait and see what the proliferation [59:04] of these cars is going to be. But, you [59:05] know, there are worse options. Um but [59:08] similarly, we've had rumors this week [59:10] and actually Will talked about it on the [59:11] website about um the fact that the 50 [59:14] series super um Blackwell super cards [59:18] with more memory may actually be [59:19] launched next year um being announced at [59:22] CES 2027 I guess. And um that would kind [59:27] of like be a good thing. Um there have [59:31] been rumors for some time that um there [59:33] was going to be a 9 gigabyte version of [59:35] the 50/50 and then there were rumors [59:37] there's going to be a 9 gigabyte version [59:38] of the 5060 and the way that that [59:41] actually becomes a thing is that um [59:43] instead of having four memory IC's on [59:45] the board you have three and those three [59:47] have higher capacities. Uh the problem [59:50] being that obviously you're losing [59:52] memory bandwidth because the the bus is [59:54] uh cailed. Now, it kind of made sense [59:56] for the 50/50 because they were going to [59:58] swap out um GDDR6 memory for GDDR7, [60:01] which is basically twice as fast. So, [60:04] even though you've lost bandwidth on the [60:05] bus, you're gaining it from the speed of [60:07] the of the memory IS. Uh that product [60:10] never seemed to come out and I kind of [60:11] think that's a bit of a shame. And um [60:14] yeah, similarly then the rumors of the 9 [60:16] GB 5060, you would have lost performance [60:18] on that uh because it's already got G7, [60:21] but um you would have had an extra [60:23] gigabyte of memory. And what we've been [60:25] seeing recently in terms of optimized [60:28] settings for um 8 GB cards is that 8 [60:32] gigs is is kind of not good enough. [60:36] >> But it often seems like 9 GB might be [60:39] good enough. So, I was really hope I was [60:42] really hoping to see that 5050 9 GB come [60:45] out because it would it effectively [60:46] offers 4060 performance, which is okay, [60:50] but then you've got just a little bit of [60:52] extra memory that would potentially [60:54] allow for those higher quality textures [60:56] to to come into play. But obviously, if [61:00] there is going to be a 5060 Super that's [61:02] 12 GB, well, happy days. Um it is kind [61:05] of odd though Oliver that you know extra [61:07] memory being offered [61:10] extra memory being offered um in in uh [61:14] when there's a memory crisis [61:16] but I guess obviously it's down to the [61:18] supply of these um 3 GB memory modules [61:22] and maybe that has improved. [61:24] >> Yeah. And maybe I mean with some of [61:26] these products you don't you don't [61:28] really know what the me the specifics of [61:29] the memory market look like. like maybe [61:31] there's a bit more supply for G6 modules [61:34] for this RTX 3060 device. Like maybe [61:37] that's actually viable to ship something [61:39] with 12 GB or maybe they just have the [61:41] allocation already bought and need to [61:42] fill it somewhere, you know? Who knows [61:45] exactly? Um but yeah, I would I would [61:48] really hope to see the super series and [61:50] if not the super series, then just [61:52] something using these 3 GB modules [61:54] because that seems like a really good [61:55] way to allay some of these memory [61:57] pressures that are facing modern games. [61:59] 8 GB is not so comfortable in a lot of [62:01] modern games. Um, you really have to go [62:04] down in terms of the settings. You don't [62:06] really want to be in a scenario where [62:07] you're at a where you're at a worse [62:09] memory capacity relative to consoles. I [62:11] think historically speaking, that's [62:12] actually not been a good way to go. And [62:14] I think we're seeing that this [62:15] generation, but like you said, kind of [62:17] the pressures in terms of supply and [62:19] pricing pushing you completely in the [62:21] other direction are really not too [62:24] attractive at the moment. So, I do hope [62:26] we see that super series though, and I [62:27] do hope we see these 3 GB module GPUs [62:30] hit the market soon because they seem [62:31] like a good mix for the current range of [62:34] rendering challenges where maybe we're [62:36] not so pushed on bandwidth, maybe we're [62:38] not so pushed on compute or rate tracing [62:40] capability, but we just need more frame [62:42] buffer with these lowerend GPUs to be [62:44] really comfortable. [62:47] >> That's a point you've come up with quite [62:48] a lot, John, which is basically, hey, [62:50] today's hardware, it's actually pretty [62:51] good. you know, when do we actually need [62:55] new technology at this point? [62:57] >> I, you know, I think about that a lot, [62:59] especially on the high end, right? Like [63:01] it feels like Nvidia put all their [63:04] effort into hitting the 5090 and they're [63:06] like, "Okay, that was too far. You got [63:08] to back off, [63:10] you know, and it just we've kind of been [63:13] everybody's been settling for a lot [63:14] less." Like it it's it's weird how how [63:17] the market has changed and I guess the [63:19] part shortage has a lot to do with it. [63:20] So, in the spirit of that, Rich, when [63:23] you go to a computer shop or even like [63:25] Amazon or something, I still see a lot [63:26] of cards like the RTX 3050, right? [63:30] >> I even see the the GTX 1660 around, [63:33] >> man. [63:33] >> Do you want do you want to know what [63:35] card kind of slots around that that that [63:38] era? You know, that we maybe it's time [63:39] to bring it back. Say it with me now. [63:42] AMD Radeon Ride Fury X. It's time for [63:48] the revival, baby. the 11-year [63:50] anniversary. [63:53] >> Oh dear. You've got an interesting uh [63:56] obsession with the Fury X, haven't you, [63:58] John? [63:59] >> I do. I love the Fury X. [64:01] >> The, you know, I'm sort of just sort of [64:03] still harboring. I mean, the my sort of [64:06] uh review of the Fury X, it was one of [64:08] those situations where um the card comes [64:11] in for review and um you have to keep [64:14] benchmarking it because the results [64:15] aren't as good as you think they're [64:17] going to be or have been promised. And [64:19] um you know I distinctly recall AMD [64:22] saying it was going to be an [64:22] overclocker's dream and it was unstable [64:24] when I added 50 megahertz to the to the [64:28] core. It was kind of like you know it [64:31] happens a lot. It happened with the 1970 [64:33] GRE recently where my review was a day [64:36] late because you know um it just didn't [64:38] make sense. None of the results I got in [64:41] made sense. It just looked like poor [64:42] value. Why would you release a poor [64:45] value when the press deck is coming up [64:47] with, you know, value scenarios which [64:49] make it look great? You know, you start [64:51] to doubt your own sanity. Um, but what I [64:54] will say is that pretty much in each and [64:56] every time that this has happened, the [64:58] the numbers are the numbers and it's [65:00] just not a particularly great product. [65:02] I got to say there, Rich, looking at the [65:04] relative performance according to this [65:06] chart, the G RTX5090 is 785% [65:11] faster than the R9 Fury X, [65:14] man. Cazy stuff. [65:17] Okay, let's move on to our final news [65:20] topic. Well, it's not a news topic as [65:22] such. Um, obviously we now have via Will [65:25] Jud a website that tells us what we were [65:27] up to one year ago, 5 years ago, 10 [65:29] years ago. There's a lot of E3 stuff in [65:31] there this week, perhaps not [65:33] surprisingly, but John, um, you [65:36] highlighted that [65:38] it is five years ago that AMD released [65:41] FSR1, uh, which is one of those periods [65:44] of time, one of those pieces of content [65:46] where, you know, you say things that [65:48] actually are true, but people just don't [65:50] want to accept it and, uh, you you end [65:53] up getting hammered on social media and [65:55] stuff like that. Poor old Alex had a bad [65:57] time of it back in the day with FSR1 [65:59] because he told it, you know, he told it [66:01] how it was or or how he saw it and um [66:05] yeah um it turns out that it is a pretty [66:08] basic upscaler and not particularly [66:10] great and better things were to come [66:12] from AMD. Um I mean five year five years [66:15] on we're on FSR4. The gap has been [66:17] closed with Nvidia effectively, but uh [66:20] it certainly wasn't 5 years ago. [66:23] Oh yeah, that that was an interesting [66:25] time because people were and rightfully [66:28] so looking for an answer to DLSS2 [66:31] because let's remember DLSS1 from 2018 [66:35] not good but DLSS2 by that point was [66:39] excellent especially for the era and FSR [66:42] was sort of rumored to be AMD's like [66:45] sort of tackling of this uh whole like [66:48] upsampling thing right but as we would [66:51] later learn it really was never intended [66:53] to be that. It was not a product that [66:56] could compete with what DLSS had become [66:58] and it wasn't built to do that either. [67:01] Uh and I remember when Alex was first [67:04] looking at it, he was just like [67:06] >> like what is going on? This is really [67:07] bad. [67:08] >> Like he was he was not impressed. And it [67:12] also forced him to play a lot of [67:13] Godfall, which is a game nobody talks [67:15] about anymore. If you remember, it was [67:16] the era of Godfall. [67:18] Uh but and that was I guess one of the [67:21] first games to support it. [67:23] >> But it turned out to just be a spatial [67:25] upscaler with sharpening [67:27] >> essentially. It wouldn't be until [67:30] >> FSR2 is when they when they actually [67:32] made the leap, right? [67:33] >> Mhm. Yeah, there was a leap there, but [67:35] even then, you know, FSR 2 was being [67:37] called a DLSS killer and what it was a [67:39] gigantic improvement, let's be clear [67:41] here, but it wasn't a DLSS killer. [67:43] >> No. Um, and in fact, you know, FSR4 has [67:46] come along and it's quite interesting [67:48] that while the quality is there, I don't [67:50] think anybody's calling it a DLSS killer [67:52] anymore, even when it's got the the [67:54] greatest claim to actually being, you [67:56] know, comparable technology. Really, [67:59] really bizarre stuff. [68:00] >> It's good. Yeah. [68:01] >> Yeah. I mean, Oliver, um, you'd think 5 [68:05] years on FSR1 should be far away in the [68:08] rear view mirror, but it's it's not, is [68:10] it? [68:11] >> No. No, it's not. And indeed with some [68:13] of these Nintendo titles we uh tend to [68:16] load up when we look at the IP notices [68:18] in those titles is we often notice SMAA [68:21] very common uh anti-aliasing technique [68:23] that Nintendo likes but also FSR1 is [68:26] very commonly named in those titles. [68:29] Nintendo in particular loves to use FSR1 [68:31] to upscale their games. Capcom also [68:34] still likes to use FSR1 quite a bit with [68:36] their R engine titles. I think it was [68:38] used in Pragmata as well as Resident [68:40] Evil Reququum 2 very recent re engine [68:42] titles. Um, which I think is interesting [68:44] because perhaps the biggest problem with [68:47] FSR1 doesn't really have to do with its [68:49] actual quality. I think it just has to [68:51] do with kind of convincing developers in [68:54] some cases, hey, here's an alternative [68:56] way of upscaling your game where you [68:59] don't necessarily need temporal [69:01] upscaling because I think temporal [69:02] upscaling almost universally produces a [69:04] better result. And some game engines [69:06] like the RE engine are very capable of [69:08] supporting it, right? But for some [69:10] reason on PC and on consoles, um, Capcom [69:13] and other developers seem to prefer [69:15] FSR1. Maybe it's a little bit easier to [69:17] work with, but for whatever reason, they [69:19] stick with FSR1 and produce results that [69:21] just aren't good enough in those titles. [69:22] Um, but I do think it's an acceptable [69:24] upscaler uh for spatial upscaling as [69:27] long as you don't view it as Diosysis [69:29] alternative, which is unfortunate [69:30] because that's the way that Andy was [69:32] marketing it at the time. they were [69:33] marketing it as here's our alternative [69:35] to DLSS. It wasn't remotely close to the [69:38] quality of DLSS at that time and [69:40] obviously it isn't now. Um it does also [69:42] tend to produce kind of a certain [69:44] stereotyped look to imagery that I don't [69:47] really like necessarily when you look at [69:48] it closely. It tends to smooth out [69:51] edges. It tends to round out edges and [69:53] produce almost kind of a slightly [69:54] painterly look on the final image. can [69:57] depend on the resolution of the source [69:58] content and what you're upscaling to. [70:00] But often times it produces a little bit [70:02] of an ugly looking image I would suggest [70:04] and in those cases I'd prefer a bilinear [70:07] upscale. Honestly, I don't really need [70:08] this kind of very artificial looking [70:10] final resolve in my uh computer [70:12] software. So I think it's been not so [70:15] successful but you know looking on the [70:16] bright side I think FSR2 is a big [70:18] improvement. FSR3 still a further [70:21] improvement on the analytical side of [70:22] things. And then FSR4, FSR 4.1, and the [70:26] enhanced version of PSSR. Those are all [70:29] greatly improved versions of this kind [70:32] of upscaling family that do produce a [70:34] meaningfully improved image with the [70:36] full detail you'd expect from a high [70:38] resolution image. So there's been a lot [70:41] of improvements in the space, but it's [70:42] unfortunate in 2026 to still have to [70:45] talk about. FSR1 is a contemporary piece [70:47] of rendering technology because so many [70:49] developers continue to use it and don't [70:51] I don't think it's the right solution [70:52] for most titles. [70:54] >> Yeah, it was um a particular pain point [70:57] in Pragmata and um Resident Evil Recreum [71:01] to the point where you kind of wonder [71:02] why Capcom did it. [71:05] It's kind of a bit weird there. Yeah, I [71:08] mean there were some good things about [71:09] it, right? you know, open source. Um, [71:11] you know, that was something that AMD [71:13] was very very heavily invested, still [71:15] heavily invested in, but obviously, um, [71:18] FSR4, I'm not sure of the extent to [71:20] which ML stuff there can actually [71:22] transfer to other GPUs, but you know, [71:25] FSR2 obviously gained a lot of, um, uh, [71:28] traction across many many systems. Um, [71:30] so, you know, that that was a sort of [71:32] useful legacy, so to speak. But, you [71:34] know, all paths seem to be converging [71:36] now on machine learning. Although, you [71:38] know, there are still um some some [71:40] pretty impressive uh uh temporal [71:42] solutions out there. Um yeah, [71:46] that's all we really got to say about [71:48] that one. Um any final words on that [71:50] one John? [71:52] >> Uh just it's I'm it's become a bit of a [71:55] scourge and I wish that uh Japan had [71:57] never been made aware of the existence [71:59] of one. A lot of those developers are [72:01] the only ones that seem to hang on to it [72:03] when there's just better, less ugly [72:06] upscaling solutions that are just as [72:09] cheap or cheaper [72:11] >> out there. Well, it is very, very cheap. [72:13] That's the thing. I think that's the [72:14] reason Capcom are using it. It was in [72:17] Hogwarts as well. [72:18] >> Hogwarts Legacy used FSR1. Yeah. Quite a [72:20] bit. Um, now on the PS5 Pro version, it [72:23] uses PSSR one, which then you can [72:25] upgrade to PSSR 2 using the override. [72:28] But yeah, it uses FSR1. and all the [72:30] console versions which does lend it [72:32] again a bit of that kind of painterly [72:33] look. You can kind of spot it from a [72:35] mile away once you're trained on it. You [72:37] can really spot that heavily upscale. [72:39] >> Yeah. [72:40] >> Yeah. I think you know back in the day [72:42] some of the push back against Alex's um [72:44] analysis was it, you know, he did an [72:46] image quality analysis and he wasn't [72:48] particularly concerned about the frame [72:49] rate boosts that you get. And you did [72:51] get big frame rate boosts from FSR1 [72:53] because it doesn't do much and it's [72:55] effectively running the game at a lower [72:56] resolution. Right. Yes. And Alex wasn't [72:59] particularly concerned about that [73:00] because that wasn't his particular [73:02] focus. Alex is like, well, it's so super [73:05] PCentric, but I can tell everyone here [73:07] that he just doesn't care about [73:08] benchmarks that much. You know, it's [73:11] he's interested in the in the [73:13] experience. I remember there was um I [73:16] think it was uh when we did XESS, [73:19] um we had the first look at XESS [73:21] upscaling. gave it a pretty good review, [73:23] but Intel were asking me, you know, um, [73:26] you know, how do how can we make sure [73:27] Alex is isn't going to benchmark the [73:29] card cuz it's not out yet. And I'm sort [73:31] of saying to them, look, Alex has no [73:33] interest in knowing what this precise [73:36] benchmarks of your new GPU are [73:38] whatsoever. He's really is focused on [73:39] the experience here and what XSS is [73:42] delivering. But yeah, I mean, um, [73:45] interesting to see what the DF Time [73:46] Machine is bringing up here. Um, it's a [73:48] website that will put together and uh, [73:51] yeah, just it's wall to-wall E3 stuff. [73:53] Otherwise, going back 10 years, Zelda [73:55] Breath of the Wild, Wii U E3 frame rate [73:59] test, and those favorites work great [74:01] from what I remember. And, uh, yeah, we [74:03] were looking at Days Gone on PS4. E3 [74:06] demo performance wasn't great. It got a [74:09] lot better. Yeah, crazy stuff. Um, we [74:12] shall continue with our retrospectives [74:13] though cuz as well we really enjoyed [74:15] going back and uh re revisiting some of [74:18] those older stories and sharing some of [74:19] the anecdotes from back in the day. But [74:22] that is the end of this particular [74:23] episode of DF Direct. Hope you enjoyed [74:25] it. Uh, like, subscribe, share if you [74:26] did, ring bells for whatnot. Uh, DF [74:28] supporter program [74:29] patreon.com/digitalfoundry. [74:31] Early access to the direct. That's great [74:34] stuff. Um, early access to various stuff [74:36] when available. uh ad free website, ad [74:39] free video downloads, high quality video [74:40] downloads, lots of great stuff there. [74:42] But that's all from us on this one. [74:44] Thanks for watching and supporting [74:46] Digital Foundry. And we guess we'll see [74:48] you next week. Cheers.