[0:02] Hello there and welcome to the latest [0:05] edition of the DF Direct Q&A show. [0:07] You've got questions, we've got answers. [0:09] Uh hopefully joining me first of all, [0:11] hello Will Jud. [0:13] >> Hello. It's good to be here as [0:15] infrequently as ever. [0:17] >> However, there are questions [0:19] specifically aimed at you. So, this is a [0:21] good one. Um okay. And uh also joining [0:23] us, John Lman. Hello. [0:26] >> Hello. Happy to be here on this [0:27] judacular Monday. Uh, it's great to be [0:30] joined by Will Jud. It's been awesome [0:31] having you back, Will. I just want to [0:33] say that so the public can hear it. [0:35] >> Uh, it's good having the proper support [0:37] on the back end, the the website stuff. [0:40] So, yeah, good job, man. Welcome back. [0:42] >> Absolutely. Absolutely. Um, okay. Well, [0:45] um, I guess we should just crack on with [0:47] the questions, but first, this [0:52] video is sponsored by CyberPower PC. 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Cyber Power PC's Corset and PS5 [1:47] bundle deal is set to end on the 30th of [1:50] June. So to find out more, check out the [1:52] link in the video description below. [1:57] Okay, then. So let's kick off with our [1:59] first questions of the week. And uh [2:02] we're actually having to refilm this [2:04] because the dynamic situation with [2:06] Microsoft is so dynamic that it seems to [2:09] be changing on a 24-hourly basis. So our [2:12] previous responses to these questions [2:14] needs to be completely recalibrated. Uh, [2:16] let's kick off with this one from Skyrim [2:18] 26 FPS edition. When I see Satcha [2:21] Nadella quoted as saying, "Now we have [2:23] to turn Xbox into a sustainable [2:25] business. Why do I mentally insert or [2:28] else afterwards? Supposed options are [2:30] spinning it off presumably to die and [2:32] and be reborn as Activision Blizzard 2 [2:34] private equity edition or turning it [2:37] into a JV, i.e. dead but someone maybe [2:40] Asus gets the brand. I think that's [2:41] probably pushing things a bit. Although [2:43] things are pretty dire seemingly, I just [2:46] hope for a quick resolution of the Xbox [2:48] fiasco as I want this industry to [2:49] succeed and maybe taking a player off [2:51] the board will help that. Um, Djako in [2:55] brackets, Dan, uh, lads exclamation [2:57] point, what do you think to the recent [2:58] rumblings that Microsoft is even [3:00] considering spinning off or selling [3:02] Xbox? Who would your preferred buyer be? [3:04] Could Elon Musk really do a worse job? [3:07] Absolutely yes, without doubt. Um, and [3:10] if he bought it under his macro hard [3:12] anti-Microsoft uh company name, would we [3:15] be living in some kind of mirror [3:17] universe? More like a sort of dystopian [3:19] reality where everything has kind of [3:21] gone horribly wrong. Although some might [3:23] say the last 10 years is pretty much [3:25] evidence of a Kelvin style divergence in [3:28] the timeline. Um John, um yes, we [3:32] originally um uh responded to these [3:34] questions in the first draft uh of the [3:37] first recording session, but um we were [3:40] kind of like wanting Microsoft to just [3:42] shut up and get on with business [3:44] basically. I think that was the uh the [3:46] the overriding messages because Satcha [3:49] Dadella was basically coming out and [3:51] saying, "Hey, you know, um we've been [3:53] subsidizing video games for the last 25 [3:55] years. It's time for them. It's time for [3:57] video games to pay us back essentially. [3:59] And in the time since we recorded the [4:02] first response to this uh to this topic. [4:05] Um well, basically [4:09] parts of the plan are starting to become [4:11] apparent and it's pretty pretty bad [4:13] news, right? Uh yes. [4:17] I man I was commenting earlier that the [4:21] the whiplash from this whole situation [4:23] is honestly staggering because I think [4:25] we came out of that recent sort of [4:28] pseudo E3 presentation feeling pretty [4:31] good about things right like it seemed [4:33] like they were heading in a good [4:34] direction. And it seemed like, you know, [4:36] there would be some sacrifices, [4:38] unfortunately, but what seems to be sort [4:41] of coming out now suggests that it's [4:43] actually a lot worse than we're [4:44] expecting [4:46] with studios either being spun out as [4:49] independent in the best cases or simply [4:52] being shuttered. Uh, and the names that [4:54] are being mentioned is what's so [4:57] concerning. Like in the case of [5:00] Compulsion Games, for instance, I [5:02] actually I I don't like to see that. I [5:04] think they made a really cool game. [5:06] They've done some good stuff, but you [5:08] know, they haven't made enough games, [5:11] one could argue, and the sales and [5:14] performance of it was really poor. I [5:15] mean, I can understand where the [5:16] decision would come from, but when [5:18] you're hearing, you know, you see Arcane [5:21] is mentioned, um, Ninja Theories being [5:24] mentioned despite just announcing a [5:26] brand new game, sounds like Double [5:27] Fine's going to spin out on their own [5:29] hopefully. And then even stuff like [5:31] machine games and ID software comes up [5:34] as potential things that could either [5:36] get shut down or hit. We don't yet know [5:38] what's going to happen, but like it's [5:41] just going too far. It's like they're [5:42] saying, "Hey, we're just going to close [5:43] all the developers you guys like." Um, [5:46] >> right. And that comment about them just [5:49] wanting to chase, it sounds like they [5:51] just want to chase like the ultra [5:53] high-end AAA uh sort of experiences, [5:56] whittle down their portfolio to just the [5:59] basics that like hit that market and [6:02] that's it. And [6:04] >> right, [6:05] >> I guess basically the the best thing we [6:07] can hope for is that these developers [6:09] are able to essentially exit from [6:11] Microsoft gracefully and somehow [6:13] continue, right? If they could continue, [6:16] that would be okay. [6:18] >> But I don't want to see studios shut [6:19] down and mass layoffs occur over this. [6:21] And if that's the case, if they're just [6:24] essentially removing so much talent and [6:27] experience, it just feels like they're c [6:29] like they're creating the problem that [6:32] got them in this position in the first [6:33] place, right? Like if you really go back [6:35] historically and look, the Xbox 360 had [6:38] a remarkably strong first and third [6:40] party lineup. So did the original Xbox [6:42] even, but 360 especially. But then there [6:45] was a point where, and I think this was [6:47] on Don Matrix watch, where they [6:48] basically like whittleled down their [6:50] first party stuff to almost nothing and [6:53] they either focused too much on connect [6:55] or they just didn't have much uh because [6:57] they were so, you know, convinced that [7:00] the third party support was all they [7:01] needed. And then they spent years and [7:03] years and years building up their first [7:05] party portfolio again. And now I would [7:08] say over the last five years, Xbox has [7:10] had a pretty great stream of games being [7:13] released, right? Like their developers [7:15] are producing. There's a lot of stuff in [7:16] the works. Like it seemed like things on [7:18] the software side were going well and [7:20] now it sounds like they just want to [7:21] close it all down again and they're just [7:23] going to wind up in that same stupid [7:24] situation. [7:26] Um, and it's just it's just emblematic [7:29] of this constant feeling that they have [7:31] no vision for where to go forward. And [7:34] it's just decisions are being made on [7:36] the whim. And every year it could be [7:39] different. There was that clip from [7:40] Psycho Odyssey [7:42] >> uh about the making of Psychonauts 2 [7:44] that always goes around where somebody [7:46] was asking about like uh you know when [7:49] corporate visits and like oh yeah we [7:51] love like Matt Booty and Phil Spencer [7:52] and them you know they're they're the [7:54] fun guys. It's what happens when Bill [7:56] from accounting and so and so from [7:58] marketing comes in on Friday. That's the [8:01] problem. And it just feels like they put [8:03] on a face that's like says one thing and [8:06] then you know the penny pinchers come [8:08] in. It's almost like they just [8:11] >> uh leave them to they they say oh we're [8:13] going to be hands off of the studios but [8:15] they provide no guidance or support and [8:16] then all of a sudden they like look at [8:18] the at the you know finances and say oh [8:21] we got to do something about this. Sorry [8:22] guys. And it just kind of keeps [8:24] happening. So [8:26] >> right. Yeah. I mean, um, I'm just [8:28] looking at reporting from Tom Warren, [8:30] who is very well, uh, integrated. Lots [8:32] of sources within Microsoft. He's saying [8:34] that Xbox is closing down Ninja Theory, [8:37] Compulsion Games, and Double Fine are [8:39] also in quote unquote active [8:41] negotiations about spinning off. I I [8:44] wish them well. Um, and um, he also uh [8:48] refers to an interview that Asha Sharma [8:51] and um, Matt Bouty gave with Windows [8:54] Central. And I'm just going to quote [8:56] this. Um, the first conversations Asher [8:59] and I had when we first met to do all of [9:01] this, to her credit, she immediately [9:02] emphasized supporting our studios and [9:04] our games. Our ecosystem is built to be [9:06] a portfolio of everything from small [9:08] games to ongoing franchises to the big [9:10] blockbusters. We've built at our core uh [9:13] to build everything from Kil to Call of [9:15] Duty. Everything from um Minecraft to [9:18] South of Midnight. That's core to how [9:20] we're set up. This is Matt Booty here. I [9:23] think we've got one of the best [9:24] portfolios out there, even in the [9:25] entertainment industry more broadly in [9:27] terms of that range. We're dedicated to [9:29] it. And here's why. I believe that [9:31] almost everything big started out as [9:32] something small. We cannot lose the [9:34] ability to have those places where [9:36] little sparks can grow into something [9:38] big. The creative environment that lets [9:40] us take bets and creative risks has to [9:42] be part of Xbox's culture. We're [9:44] committed. Our studio system is built [9:46] for that. Well, are they committed based [9:49] on the fact that um you know it doesn't [9:52] look as though um a lot of these studios [9:55] are going to be supported in the way [9:57] that was suggested there. Uh it's it's [10:00] kind of shocking really the the the you [10:02] know there's always a legacy quote that [10:05] comes up to bite Microsoft uh in the [10:08] behind whenever there's a big move like [10:10] this really does suggest that there's [10:12] just no sort of coherent strategy. Um, [10:16] well, this is I mean I'm I'm staggered. [10:20] I shouldn't be based on everything [10:22] that's happened, but I am. [10:24] >> Yeah, absolutely. I mean, I think it's [10:26] just that whiplash between, you know, [10:28] the executive statements, which seem [10:30] very reasonable and seem like there's a [10:32] clear direction in place, the Xbox [10:35] showcase, which was really positive, [10:36] really exciting as, you know, an Xbox [10:38] fan or somebody who just enjoys the [10:40] games on PC. Seems like there's plenty [10:42] going on. And you know, as they say, [10:44] like a good range from AAA stuff down to [10:46] double A stuff and indie games all kind [10:48] of included. But you know, and then the [10:52] other shoe drops and then this is the [10:54] kind of stuff that we have to deal with, [10:56] right? And that these developers have to [10:57] deal with more importantly [10:59] >> is that it seems like, you know, there's [11:01] going to be a very harsh reset for a lot [11:03] of studios. And I'm sure that beyond the [11:06] closures and the studios being spun off, [11:10] there's also going to be a lot of them [11:11] that are facing layoffs, right? So, [11:14] >> it's Yeah, it's just really problematic, [11:17] I think, especially, you know, for Ninja [11:19] Theory to have had a game announced and [11:22] have such a positive reception to it and [11:24] then to be in the headlines a few days [11:27] later to say, "Oh, yeah, and probably [11:28] the studio won't exist after that." [11:30] Like, will that game even come out? will [11:32] come out and then the studio closes [11:34] down. Like neither of those are great [11:36] options. And uh yeah, it's it's just a [11:40] real shame. Like obviously there's a lot [11:42] of pressure from Xbox and certain parts [11:45] of it at least to be um always producing [11:48] bangers, you know, being uh capable of [11:52] producing these kind of evergreen titles [11:53] that people will just spend almost [11:55] unlimited amounts of money on. But I [11:57] think it's really important for [11:58] Microsoft and for Xbox to also be [12:01] supporting these kind of mid-level um [12:04] studios that have more reasonable [12:05] budgets that aren't taking huge swings [12:08] on everything and are able to come out [12:10] with games that are made at a reasonable [12:12] price and you know therefore you get a [12:15] lot of different bites of the cherry, [12:16] right? So [12:18] >> yeah, just super disappointing news and [12:21] uh yeah, hard to see how this kind of [12:23] jes with everything that Microsoft's [12:25] executives have said before. [12:27] Right. Yeah. I mean, the ecosystem seem [12:30] to be designed for Game Pass to create a [12:32] range of um games of varying sizes and [12:36] varying shapes and different types of [12:38] games to support a vibrant [12:40] subscriptionbased offering. [12:42] >> And I think, you know, it took years to [12:44] get there. And I think, you know, part [12:45] of the issue that Microsoft had with [12:47] Xbox Series in particular is that there [12:49] was a failure to deliver games in those [12:51] first few years. [12:54] um that has kind of like been reversed [12:56] at this point. We've had some [12:57] sensational games from Microsoft. Um we [13:00] had this fantastic showcase just a few [13:02] weeks ago. There seems to be I don't [13:04] know, John, there seems to be this [13:05] incredible sort of lack of [13:07] self-awareness about about everything [13:10] that they're messaging to the audience [13:11] at this point, you know, because [13:13] obviously they went into this showcase [13:15] and uh we're going to show great things. [13:17] there was um a lot of interaction [13:19] between um management and um the fan [13:22] base and then this happens like weeks [13:26] later. I just don't understand the [13:29] reasoning or the strategy here. It just [13:31] doesn't make sense. And you know, if [13:33] there are poor decisions being made just [13:36] on the messaging side, then what else is [13:38] going on? I mean, man, this is this is [13:41] just crazy stuff. From the outside, [13:43] there's this sense that there's a huge [13:45] conflict that's brewed between, say, the [13:48] Xbox group and Microsoft corporate. You [13:51] know, people like Satia Nadella at the [13:53] top. What they want doesn't really seem [13:55] to align well with this. And when you [13:58] see them all interviewed separately, [14:00] they often make statements that feel [14:02] kind of conflicting, which makes it seem [14:04] like they all have their own desires for [14:06] things and kind of let that slip. And [14:07] there's no like real unified message [14:09] here, which makes me do it makes me feel [14:12] like Xbox if it I don't know how this is [14:15] possible, but I would just it would be [14:17] interesting to see it spun out as its [14:19] own thing somehow, at least somewhat [14:22] separate from Microsoft corporate. I [14:24] mean, we know that Satia is all in on [14:27] co-pilot and AI and all that nonsense. [14:29] Like to him like I think he is exactly [14:32] the type of person that would feel zero [14:35] remorse about laying off the entire [14:37] gaming team, every single person, so he [14:40] could, you know, invest more in AI. I [14:42] genuinely think he would not care. Uh [14:45] it's that type of like personality we're [14:47] probably dealing with here. And I think [14:49] this is not what's interesting to him as [14:51] as a business leader. And it doesn't [14:53] feel like it suits what Microsoft is [14:56] right now. You know what I mean? like [14:58] Microsoft of 2026 is not the same [15:00] Microsoft that started Xbox. And I think [15:04] I would like to see all this Xbox [15:06] because we know we know a lot of people [15:08] that work at Xbox, right? We have like [15:11] friends and contacts within all these [15:13] studios and Xbox proper. I do believe [15:16] that the people working within that [15:19] organization genuinely do actually care [15:21] about this stuff and they want to make [15:23] great things, but they're limited by [15:26] this this management situation and being [15:28] part of Microsoft as a company. So, if [15:31] they could find a way to split, that [15:33] would be wonderful. But how that's [15:35] possible, I do not know. [15:39] >> Right. I think, you know, fundamentally [15:40] the issue with spinning off from um [15:42] Microsoft is that they would still be [15:44] the the effective owner. They would just [15:47] be outside of the corporate structure to [15:50] a certain degree. [15:51] >> To a certain degree. And maybe that [15:52] would be what's necessary to make the [15:54] decisions that are actually good for the [15:56] gaming business. I I don't know. Like [15:58] this is [16:00] there's just there's too much going on [16:02] here and we don't have enough [16:03] information. I think most of most of [16:05] what we're saying is just born out of [16:06] frustration of seeing a business that we [16:09] love and care about essentially being [16:11] like ground down into nothing and this [16:14] like constant whiplash between like a [16:16] positive message and then a negative [16:18] message. And unfortunately, I feel like [16:21] the Western gaming industry especially [16:23] is just in a really bad place right now. [16:25] Microsoft's not the only one doing this, [16:27] but it's pretty severe from their camp. [16:30] And [16:31] >> I feel like what we're really seeing is [16:33] the effects that we all cautioned about [16:35] is like all these acquisitions and like [16:37] creating large conglomerates built from [16:41] so many different companies. It's not [16:42] sustainable and it's going to end badly. [16:45] And I think there's definitely cases [16:47] where certain acquisitions may have [16:49] occurred because the company could no [16:51] longer operate independently and they [16:53] essentially needed an out and this [16:54] essentially just bought them time. But I [16:56] don't believe that's the case in every [16:58] situation. [17:00] So, I don't know. [17:02] >> Yeah, there does seem to be like um [17:05] inconsistency in messaging because um [17:07] and this goes back to um the whole uh [17:10] four games situation um the business [17:13] update where you know we heard about the [17:15] the the beginnings of a multiplatform uh [17:18] plan which everybody kind of knew was [17:20] already fully formed or very close to [17:22] it. And at the same time as that was [17:24] happening, you know, there was very sort [17:26] of careful messaging from management at [17:29] that point, even though it didn't feel [17:31] particularly accurate. Um, but at the [17:33] same time, you had Sachin Nadella [17:35] basically wading in with his size [17:38] 12elves [17:40] saying, uh, yeah, you know, what's the [17:42] point of exclusives, that sort of thing, [17:44] basically undermining management. So, [17:46] you know, there does seem to be a [17:47] continuing sort of um friction between [17:50] Microsoft and and Xbox leadership and uh [17:53] and now it seems to be the same thing [17:55] happening again where you know we've [17:58] basically got comments that were being [18:00] made by new management just a few weeks [18:02] or or you know a couple of months ago [18:05] basically disappearing and uh complete [18:09] about face on strategies just absolutely [18:11] baffling. I think there's just got to be [18:14] a firm sort of um strategy that they're [18:18] going to commit to that is positively [18:20] communicated to the community because [18:22] what on earth is all of this about and [18:25] it is just you this lack of [18:26] self-awareness you know Sanchi was [18:28] talking about um uh obviously the big [18:31] hardware issues that we've got at the [18:33] moment and you know complete sort of [18:35] lack of self-awareness that Microsoft is [18:38] a key player in actually causing all of [18:40] that and no sort of evidence that [18:42] Microsoft is, you know, going to help [18:44] out uh to help out Xbox in navigating [18:47] through this when surely they can to a [18:49] certain degree. No, it looks as though [18:52] that um they've made their investment [18:53] over the last 25 years. Uh uh YouTube is [18:57] making more money off Xbox than Xbox is, [18:59] which is baffling. I don't know where [19:01] that comment came from. I just don't [19:03] know what to make of all of this at this [19:04] point. And it's funny because we did [19:07] record an initial response to these [19:09] questions yesterday in fact where it was [19:11] kind of like okay maybe they just need [19:13] to shut up and get on with it and then [19:15] you know come up with a strategy and and [19:17] execute it and um uh you know it's sort [19:21] of we have to redo our own content now [19:24] to adjust to Microsoft's changing [19:26] messaging over 24 hours. Absolutely [19:29] baffling. Absolutely bizarre. But no, uh [19:32] I still think that Elon Musk would [19:34] probably do a worse job. [19:37] >> Oh yeah, undoubtedly. [19:40] >> Any final comments, Will? [19:42] >> Um I would just say that, you know, if [19:45] this is going to come to pass, I really [19:47] hope that they say, "Okay, we've had to [19:50] close some studios. We had made some [19:52] layoffs, but from now on, we're going to [19:55] invest in the studios that remain. we're [19:57] going to be trying and get ourselves [19:58] into a really strong position so that [20:00] when Helix comes out it'll be supported [20:03] by a really good like you know launch [20:05] library right I think that has to be the [20:07] goal here and if these cuts are [20:09] necessary to make that happen then you [20:11] know it still is incredibly painful but [20:14] at least it would have been worth it in [20:15] some sense right so I just hope that [20:18] this is the start of a consistent [20:20] strategy that actually sets them up for [20:22] some kind of success in the future [20:25] >> yeah I think I echo that I think the [20:27] bottom line is that um we just need to [20:29] know what the plan is and I think more [20:30] to the point the staff at Microsoft in [20:33] all the development studios and you know [20:35] and within Xbox itself kind of need to [20:37] know what's going on because I don't [20:38] think anybody does at this point it's [20:40] just absolutely absolutely baffling. Uh [20:43] a final comment from you John. [20:45] >> Um what you said will that sounds so [20:48] hopeful. That would be nice. Uh, but I'm [20:51] sure that's exactly what they thought [20:52] when they launched Xbox Series X and S, [20:56] right? And it didn't pay out. So, [21:00] although they did actually end up [21:01] getting the games, but I feel like now [21:03] it's just I don't know. All I'll say is [21:05] if they if they dare touch a company [21:07] like ID Software or something, I will [21:10] never forgive them. [21:13] I was super angry over the things with [21:15] like Bluepoint and all that with Sony, [21:17] but if you go after a a studio like ID [21:21] that has produced nothing but greatness [21:23] and the best technology in the industry [21:25] and try to shut them down or bring or [21:28] cut them to to pieces, like no, it's not [21:31] okay. I'm not I I could never forgive [21:33] that. [21:35] I think basically, you know, an [21:37] explainer to the audience about what has [21:39] happened and why rather than just, you [21:42] know, we typically what happens is a [21:44] memo from the CEO is sent to the staff [21:46] and that memo is then shared with the [21:48] audience and the memo is basically word [21:50] salad. There's no real sort of proper [21:53] explanation. It's challenging [21:54] conditions, that sort of wordage. Um, [21:58] what's going on? you know, you know, [22:00] Xbox, you can't reach out to your fan [22:02] base, uh, try to reconnect with them, [22:06] show them amazing games, and then [22:08] basically come back a couple of weeks [22:09] later and say, "Well, actually, we've [22:11] got some real problems here. Sorry, it's [22:13] just absolutely bizarre." Anyway, I [22:16] think we can all hopefully move on. [22:19] Okay, sort of leading on from that, [22:20] interesting question here from Dudley [22:22] the Gentleman. Hello, renowned Pixel [22:24] Purity Police. Do you see the Xbox brand [22:27] becoming the next 3Dio where Microsoft [22:29] defines the specifications and OEMs [22:32] build the hardware? If so, how can they [22:34] be successful where 3Dio and even Valve [22:36] with the original Steam machines have [22:37] failed? Uh I think that is probably a [22:40] key part of the strategy, right, John? [22:42] Where they're talking about um [22:43] partnerships, hardware partnerships. Um [22:47] uh yeah, Will, we had a a discussion the [22:50] other day. It's like, well, why are [22:51] Microsoft seemingly so badly affected by [22:53] these component shortages when [22:56] >> Microsoft is buying a lot of the [22:58] components elsewhere within the [23:00] business? And I'll come to you shortly [23:01] on that, John. But 3DIDO, obviously, you [23:04] know, there's associations that this [23:05] this wasn't really a great thing. It [23:08] didn't really um make an impact. It was [23:11] an interesting idea. [23:13] Is it the new 3Dio? Could Project Helix [23:16] be the new 3DO? [23:17] >> Is there a positive spin on that? [23:20] I mean, maybe, but I I think [23:22] conceptually what they did with 3Dio is [23:24] interesting, but it's just like the time [23:26] and place, the market conditions now are [23:28] just so fundamentally different that I [23:30] don't really think it's even remotely [23:33] comparable. 3DIO ultimately the biggest [23:36] issue there was um obviously software [23:39] was not as good as it needed to be. uh [23:42] though it's not bad but secondly that [23:44] model at the time game consoles really [23:47] relied on on being subsidized right so [23:50] it was the blades and ra blades and [23:52] razor model essentially or blade and [23:54] razors model where essentially you know [23:57] they sell the hardware often at a loss [24:00] they make it up with software licensing [24:02] but due to the way 3DO worked you know [24:04] if you have Panasonic or Goldstar [24:06] whoever making a 3DO back then they [24:08] didn't get anything from the software [24:11] really, right? So, there was no benefit [24:14] to them selling units at a loss. So, [24:17] they didn't. And that's kind of why the [24:20] price had to be as high as it was. And I [24:21] think at the time, it was just way too [24:24] expensive. Didn't have enough software. [24:26] Uh, and it was just a crazy time in the [24:28] market in general. Everything was in [24:29] flux. And so, you know, a year or some [24:33] change later, Sony comes along and does [24:36] a similar thing, but way better. Uh, [24:38] yeah, there was no chance. Now we're in [24:41] the era of I guess I mean hardware in [24:44] general is more expensive. Uh [24:48] Xbox as a brand is already established, [24:51] right? 3Dio had to be uh built up from [24:54] nothing and Xbox already has a very [24:58] large library of games and publishers [25:00] working for it and it owns tons of [25:01] development studios. I mean they have [25:04] what they need for software support. So, [25:07] if they were to take this approach, [25:10] conceivably like the software side [25:12] wouldn't really be an issue, which is [25:14] why it could still find success. Um, but [25:17] I don't know what that would mean for [25:18] prices. And I mean, if OEMs are building [25:20] this hardware, [25:23] but I don't think companies today take [25:25] as much of a loss on hardware as they [25:28] used to, it feels like. Uh, I I I we [25:32] need to actually check the numbers on [25:33] that, but I don't know. And I still [25:36] think that Xbox itself at least I would [25:40] imagine that it's still going to [25:41] manufacture at least its own firstparty [25:43] devices to some degree. Like I don't [25:45] think it's all going to become like Asus [25:47] ROG boxes and stuff like that. Like I [25:50] still have a feeling that Helix or [25:52] whatever it is is going to end up having [25:54] an actual official Microsoft built [25:57] device. [25:58] >> Oh, sure. Yeah. They've committed to it. [25:59] They're making it the reference device [26:02] that's happening. [26:02] >> Exactly. So that and that's a different [26:04] thing. You know, if they allow others to [26:06] make a similar thing, that's that's, you [26:08] know, that is more like what the 3Dio [26:10] did, but 3Dio never had its own [26:12] reference device. [26:14] >> Yeah. [26:14] >> So, [26:15] >> what we need is a uh Project Helix [26:17] Wonder Mega. [26:19] >> Oh my god. Yeah. That's Sega. Sega [26:22] really did used to do that, right? Like [26:24] they had their main systems, but then [26:25] they let companies like JVC make their [26:28] own stuff. And damn, if anybody has a [26:31] Wonder Mega, man, that's the one that's [26:33] my my white whale for for retro [26:35] consoles. The original Wonder Mega. I've [26:38] been wanting one of those for so long, [26:39] but man, they're tough to get. [26:43] Um, well, let's talk about this OEM [26:45] strategy. I'm a bit confused by it [26:46] because um [26:50] it surely it's just adding somebody else [26:52] to the supply chain that wants to make [26:54] money out of these devices. So, you [26:56] know, obviously there's going to be AMD [26:58] making all of the um uh all of the [27:01] chips, right? Uh TSMC probably making [27:04] actually pro actually fabricating the [27:07] chips. AMD, I don't know, are they are [27:10] they kind of making a license? I guess [27:12] it is a license deal with Microsoft. So, [27:14] Microsoft would then sell the chips to [27:17] Asus, MSI, whoever wants them, Dell. And [27:20] you know, surely this is just like [27:22] somebody else in the chain who needs to [27:24] make money out of this device. And how [27:26] how are they going to make money on it? [27:27] I'm a bit confused by that. [27:30] >> Yeah, it's a bit of a weird situation. [27:32] Like with the ROG Ally, it kind of made [27:35] sense because ASUS had already produced [27:38] this device and Microsoft could make [27:40] some small hardware changes, make some [27:42] bigger software changes, and then they [27:44] had a product that made sense. But for [27:47] Helix, I don't know if that's kind of [27:49] the same situation. Obviously, Asus and [27:51] Dell and whoever isn't going to have, [27:53] you know, 90% of a viable project Helix [27:55] sitting around. So, I think if they do [27:59] go down this route, it might be more [28:01] about adapting it to different regions. [28:04] Like, um, for example, like Valve, they [28:07] kind of let other companies in China [28:10] run, you know, the Steam network and and [28:12] run, you know, and sell devices and [28:14] things like that, right? where they're [28:16] kind of handing over some [28:19] responsibilities to local experts. So, I [28:21] could see a situation like that where [28:23] they say, "Okay, well, we're going to [28:24] make Project Helix for China and it's [28:26] going to be made by a Chinese company [28:27] and it's going to have different [28:29] software and it's going to have all [28:30] these, you know, adaptations that make [28:32] it more viable there." And, you know, [28:34] you could do the same thing with South [28:36] Korea or Japan or another kind of big [28:38] but slightly different market. Um, in [28:41] terms of just, you know, having it [28:42] wholesale, I think, yeah, it does just [28:45] kind of complicate things and there [28:46] would need to be a good reason to do it. [28:49] I guess diversifying, you know, the [28:51] investments and things like that would [28:53] be good, but yeah, it's hard to say that [28:56] there's like a huge need for, you know, [28:59] Project Helix to be made for like by 12 [29:01] different companies unless they're doing [29:03] something genuinely interesting with the [29:05] hardware or the software or something [29:06] like that. [29:07] >> Mhm. I mean, the only thing I can think [29:09] of is that possibly they would have um [29:12] uh superior procurement on stuff like [29:15] SSDs and memory modules compared to [29:17] Microsoft, but that is kind of [29:19] staggering in its own. Yeah, just the [29:21] conceit of that is kind of hard to [29:24] believe. You know, Microsoft have been [29:26] making even without all of the server [29:27] stuff, they've been making laptops, [29:29] they've been making consoles, they've [29:31] had relationships presumably with TSMC [29:34] and and the memory manufacturers for [29:36] decades. So, I'm I'm still sort of a bit [29:38] mystified by all of this. What I can see [29:40] is that if Helix is indeed a machine [29:43] that is just as much a PC as it is a [29:46] console, then there could be uh bespoke [29:49] designs designed for specific uh PC use [29:52] cases because obviously the um the great [29:55] thing about the PC is the diversity of [29:57] the components that could go into one or [29:59] the use cases, you know. So you could [30:01] possibly have a helix machine that has [30:03] more memory for example if you wanted to [30:05] also use it for production tasks or [30:07] something like that. Uh so then you sort [30:10] of build up an ecosystem of Xbox [30:12] adjacent or or even Xbox branded devices [30:15] but they are made by like MSI Dell or [30:17] whatever. And I do think, you know, from [30:19] a value perspective, compared to some of [30:21] the pre-builts, there is probably going [30:23] to be a good value argument there. But, [30:26] you know, a mainstream device, um, I I I [30:31] find it really hard to imagine um those [30:34] guys coming up with that, um, particular [30:37] device for that particular audience [30:38] because there's not really any money in [30:40] it. Um, okay, let's move on. Okay. So, a [30:45] question here from Marcus. Hi, [30:46] Foundryman. exclamation point. What your [30:48] thoughts on ARM's new quote unquote [30:50] neural technology stack for mobile [30:52] graphics with new super sampling, new [30:55] frame rate upscaling, and neural super [30:57] sampling and denoising? Seems like an [30:59] unusually open attempt at an ML [31:01] rendering suite for mobile covering [31:03] upscaling, frame interpolation, and [31:05] combined upscaling and denoising. Could [31:08] this be important for vendors that do [31:09] not have something like DLSS, Metal [31:11] Effects, FSR, or a mature in-house [31:13] solution? More broadly, could open [31:16] developerfacing tools like this help [31:18] raise image quality across Android [31:20] phones, handheld class devices, and [31:23] perhaps eventually Windows on ARM [31:25] systems? I hope you have a great week. [31:26] Explanation point. Uh, thanks for that, [31:28] Marcus. Um, well, we were going to talk [31:30] about this in the direct last week, but [31:32] um, we didn't because well, you actually [31:35] did the article on digitalfoundry.net. [31:37] You spoke to the people involved, [31:39] >> and I thought we'd save it up [31:42] >> uh, for you to talk about. [31:44] Yeah. So, it's a pretty cool uh [31:47] announcement really. So, it's [31:48] essentially a whole uh version of the [31:52] kind of DLSS suite of technologies. So, [31:55] there's uh upsampling, there's [31:57] upsampling with dnoising, there's frame [31:59] generation under a different name. And [32:02] yeah, it's very very cool. It's got um [32:05] you know some limitations but they've [32:08] already demonstrated it by building an [32:10] entire game with Sumo Digital which is [32:13] about 2 hours which feels like a full [32:15] length game for for a mobile uh mobile [32:18] system and it seems to allow you know [32:21] enough uh extra performance headroom [32:23] that you can do some really cool uh more [32:26] advanced graphical techniques on what is [32:28] fundamentally a very low power device. [32:31] So, they've demonstrated it with uh [32:33] Unreal Engine 5 megal lights and they've [32:35] got kind of an interesting cave system [32:38] that has all these bioluminescent things [32:40] in the background all drawing, you know, [32:43] doing their own lighting and yeah, it's [32:45] it's an interesting idea. I think the [32:48] key limitation at the moment is that [32:52] this is going to require future ARM [32:55] hardware like I guess their next [32:57] generation Mali GPU to work. So that [33:01] means that until that hardware is [33:03] actually in the hands of a significant [33:05] number of people, you can't fully rely [33:07] on it to produce a game, right? But what [33:10] it does do is it makes the development [33:12] process a lot quicker and easier as well [33:15] because you don't have to bake out [33:17] lighting and then see how it looks and [33:19] then adjust things. You can, you know, [33:21] have artists working and seeing their uh [33:23] changes in real time. And then after you [33:25] get to the end of that process, [33:27] presumably you can then say, "Okay, and [33:29] now we convert this to a baked [33:30] alternative." So, it's still [33:33] interesting. And the fact that they're [33:34] releasing a toolkit and they're [33:35] releasing all the assets from the game [33:38] is a really cool move. And it seems [33:40] like, you know, they just want to make [33:41] sure that this level of technology is [33:44] available to a whole new um, you know, [33:47] platform, a whole new audience. And [33:49] yeah, it's it's uh, fascinating. I think [33:52] we'll probably have to wait until we see [33:54] the game running, you know, on real [33:56] hardware to get a better sense of how it [33:58] does in terms of image quality. Uh [34:00] certainly what they've released looks [34:02] like the image quality isn't, you know, [34:04] certainly the highest end that you would [34:06] expect from a PC or a console. And there [34:09] are some question marks over um [34:11] performance as well, especially in terms [34:14] of touch latency and how that interacts [34:16] with uh 30 fps to a 60 fps uh frame rate [34:20] upscale aka frame gen. So very very [34:23] interesting so far. I think you know as [34:25] an open source open kind of project it's [34:28] it's really worth um you know mentioning [34:31] and and highlighting and and gives a lot [34:33] uh of interesting ideas for mobile [34:36] developers no doubt but yeah really [34:37] cool. Yeah, they put out a video asset [34:40] and um [34:42] sort of a bit sort of uh curious about [34:46] why they did that because they're [34:48] talking about, you know, upscaling frame [34:50] generation, frame generation, and then [34:51] they put out a 30 fps video. [34:54] >> So, you know, show us the frame [34:56] generation, please, because we're not [34:58] seeing it in a 30 fps video. It's just [35:00] kind of bizarre. But yeah, it's an [35:02] interesting step forward. But, you know, [35:03] I'm there've been kind of lots of um [35:06] technology demos we've seen in the past [35:08] for mobile that, you know, never really [35:11] translate into final products and there [35:13] isn't really any kind of need for them [35:15] because, you know, cutting edge [35:16] rendering on a mobile phone isn't really [35:19] done anymore. So, I'm very curious as to [35:20] why they did this. But, you know, the [35:22] the sentiment behind it that, you know, [35:24] to to actually go open with all of these [35:27] technologies, I think is uh is to be [35:29] commended. Um, do you have any thoughts [35:31] there John? [35:32] >> Sure. Yeah, I mean I think the open [35:34] nature of this uh is actually [35:36] potentially important if it can take [35:38] off. I mean just being open doesn't [35:40] necessarily mean success, but I mean [35:42] they're targeting mid to lower-end [35:44] devices and mobile in general where [35:46] there's more sensitivity towards battery [35:48] life. And Android traditionally, they [35:50] haven't really had a solution for this. [35:52] Uh other solutions like on Apple for [35:54] instance, the metal effect stuff that's [35:56] all closed proprietary, right? [35:58] >> DLSS itself proprietary. [36:01] uh FSR is and XESS are kind of open, but [36:05] there's still more fixed functiony and [36:07] there's still limitations there. So, [36:09] this is kind of like, you know, this [36:11] feels like a pretty awesome solution, [36:14] especially when targeting those mobile [36:16] devices. Uh, it could be good for [36:21] basically allowing lower res rendering [36:24] on mobile where battery is so important, [36:27] but a lot of the other stuff, I'm not [36:29] sure how important that'll actually wind [36:30] up being in practice. talking to people [36:33] that are into like big mobile games for [36:35] instance, uh the high-end Unreal stuff [36:38] for typically isn't very popular or [36:42] there's issues with it because it is [36:44] notorious for just being heavier on the [36:46] phone, draining the battery faster, [36:48] taking longer to load up. Uh one of the [36:51] things that helped make like Mihoyo [36:53] stuff so popular like Genchin is that it [36:56] looks beautiful. Uh, but it's actually [36:59] like pretty lightweight, right? It's a [37:02] Unity based game, but it's it's fairly [37:04] lightweight. It's quick to load. It [37:05] actually runs quite well. Um, but maybe [37:10] this could help make some of the more [37:12] advanced stuff a little bit more [37:14] reasonable. We'll see. I don't know. [37:17] It's It's good though. It's always good [37:18] to see additional open standards uh [37:21] dropped into the market. It just reminds [37:23] me of um what what was the uh the [37:26] standard prior to Vulcan? Uh [37:30] >> no, no, no. There was that one that I'm [37:32] forgetting the name that was developed [37:34] before Vulcan. [37:37] >> Mantle. [37:38] >> Mantle. Yes. Remember Mantle? [37:40] >> I do. [37:43] >> I don't know. That just sprung to mind. [37:46] >> Okay. Yeah. Mantle. What a what a time. [37:49] That was awesome. [37:50] >> Yes. [37:50] >> Uh okay. Uh, let's move on. Um, I got a [37:53] question here from Andreas Wright. Hey, [37:55] DFO over Overlords. I'm not sure who [37:57] we're overlording over, but whatever. [38:00] Uh, hey DF overlords. Due to leaks on [38:02] Nvidia reportedly releasing 50 series [38:05] super cards, do you think these are [38:06] necessary? And what specs prices should [38:09] we be expecting? So, yeah, I mean, we [38:12] were kind of expecting this this year, [38:13] but owing to the memory crisis, it never [38:15] happened. But um the 50 series line was [38:18] to receive a refresh which would have [38:21] seen um essentially uh cards that have [38:24] got 2 GB memory modules replaced with 3 [38:26] GB memory modules. So um an RTX 5070 [38:30] would go up from 12 GB to 18 GB which [38:34] sounds pretty awesome, right? And 16 to [38:36] 24 for like the 5070 Ti and 5080 and you [38:40] know not too bad. potentially the idea [38:44] of a 12 GB RTX 5060. I would be super on [38:48] board with that. Um Will, [38:51] what do you think? [38:53] >> Yeah, I mean I think in a normal year [38:56] this definitely would have happened and [38:58] it would have made sense. And I mean I [39:00] think one of the major criticisms of [39:04] Nvidia graphics cards over you know the [39:06] past 5 years has been that they haven't [39:09] really kept pace in terms of VRAM [39:11] allocations certainly compared to AMD [39:14] which seems to see 16 GB as more of a [39:16] standard for a mid-range and above card. [39:19] So you know using more advanced memory [39:22] uh chips that have 3 GB instead of two [39:24] that makes total sense. It allows them [39:26] to not have to change much else in terms [39:29] of the design and still bump up the VRAM [39:31] to levels which you know I feel 12 GB is [39:34] is extremely reasonable for a 60 series [39:38] uh class product. So [39:39] >> absolutely [39:40] >> I think it makes a ton of sense in terms [39:42] of pricing. It's hard to say. Normally [39:44] the super uh lineup kind of replaces the [39:48] original cards at the same price because [39:50] those original cards will have you know [39:52] gone down in price in the intervening [39:55] you know months or years but given the [39:58] current memory crisis and how much [40:01] everything costs that extends to VRAM so [40:03] it's hard to see if that is necessarily [40:05] what we should expect. Um, I ran some [40:09] numbers and I'm kind of thinking 5060 [40:13] super would be 349 to 399 possibly. 5070 [40:18] super 559 5070 Ti super 749 and 5080 [40:23] super 9999 again if they're kind of [40:25] replacing those original cards at a [40:28] similar price. So I think you know [40:31] competitively these look really good but [40:34] again we're in such an unprecedented [40:36] time at the moment that it's really hard [40:38] to predict with any level of certainty [40:40] what these things are going to cost but [40:41] you know the the core concept is at [40:43] least solid and I would welcome this. [40:46] Yeah, I think um Nvidia in a hard place, [40:48] right? Because if the um next generation [40:51] GPUs have also been delayed, which seems [40:53] likely, right? It's not beyond the [40:55] realms of possibility, then you can you [40:58] go 2 years without a new GeForce product [41:00] launch. [41:02] >> Uh that would be asking quite a lot, [41:04] right? Um the question is availability [41:06] of these um higher density memory [41:09] modules and how much it costs them to [41:11] buy, which we just don't know. So [41:13] pricing could be anything really. We [41:15] just have no idea whatsoever. [41:17] >> The weird thing is from from my [41:18] perspective is that we are in the middle [41:20] of a memory crisis. We have seen um [41:23] comments from Asher Sharma from Xbox [41:25] about you know ballooning prices and and [41:28] yet you can still buy um an RX970 XT and [41:33] a 9070 for reasonable prices. Uh the [41:37] other week you could buy an RTX 5070 in [41:39] the UK for less than its original launch [41:42] price. I'm wondering what's going on [41:44] there. Is there is there something in in [41:46] terms of the sort of supply chain that [41:48] we're missing here? Um because those [41:51] prices, you know, they're not bad. [41:54] Certainly nowhere near as bad as what's [41:55] been happening on the SSD front and um [41:58] on the DDR5 side of things. So, I'm I'm [42:01] kind of curious as to how that's all [42:03] sort of panning out. [42:04] >> Uh but John, new graphics cards, even if [42:07] they are essentially the same generation [42:09] with more memory, that would be pretty [42:10] good, right? I mean, sure, but we [42:12] already have a product coming out again. [42:14] It's called the uh RTX 3060. [42:17] >> Yes, somehow it has returned. [42:21] >> Uh I mean, sure. Yeah. [42:22] >> Style. [42:24] >> It's more cards would be nice. I guess [42:29] it's just we're we're still in this [42:31] weird spot with pricing and [42:33] availability, so it's really hard to [42:34] say. And launching anything new is just [42:37] going to sell out quickly. They probably [42:39] won't make that many. I don't know is [42:42] we're we're still in a weird I said the [42:43] other day like it feels like they they [42:46] made it to the 5090 and then they like [42:48] put the you know they they marked their [42:51] spot on the rock and they're like all [42:52] right we've we've gone far enough let's [42:55] go back down the mountain and like it's [42:58] like we're are we going to see anything [43:00] beyond that level anytime soon any [43:03] >> soon? No the 6090 I guess possibly yes [43:06] but that's going to be some time away. [43:09] Yeah someday. [43:09] >> I don't know. It's just the it feels [43:11] like the whole GPU situation is really [43:14] strange right now and there isn't that [43:17] much demand I think for new faster cards [43:20] at the moment. Like they're they're [43:23] already very fast for all software [43:24] available. Um the prices are really [43:28] really high. I I think at this point [43:31] most gamers would be like well if I have [43:33] cash for a better graphics card that [43:36] probably already exists and I'll just [43:37] put my money on that. You know what I [43:39] mean? [43:40] >> Yeah, I do think that the sentiment [43:42] might be changing, John, because uh it's [43:44] interesting you make that point that [43:45] when the 5070 came out, you know, it was [43:47] basically um it was it was badly [43:51] reviewed because it wasn't that much [43:53] better than a 4070 Super. Um and um [43:57] obviously Nvidia made these crazy [44:00] comparisons with the 4090 and uh that [44:03] didn't work particularly well. However, [44:06] the 5070, you know, it's it's a good [44:09] card. I think you could do path tracing [44:11] on it. You could do multi-frame [44:13] generation. I could play Pragmata with [44:14] path tracing at 1440p [44:17] um you know, at like 160 frames pers. [44:20] It's it's all right, you know. And I [44:23] guess the fact is that when the 5070 [44:25] came out, you couldn't buy a 4070 Super [44:28] anymore. So, the comparison there was [44:30] kind of a bit strange. I think there's [44:32] obviously a um push back against the [44:35] fact that um raw performance hadn't [44:37] improved. I think that's a valid point, [44:39] right? But ultimately, if the scope of [44:42] the requirements of games isn't actually [44:44] changing either, then effectively it's a [44:47] replacement product that's got some nice [44:49] extra features, which you know is it's [44:52] okay. I think if I was unable to play [44:54] like uh great games on the 5070 or or, [44:58] you know, I wasn't able to do path [44:59] tracing on it, that'd be a different [45:00] thing. But it's it's kind of been okay. [45:03] Um let's move on to another question [45:06] here. And um yeah, what can we say about [45:09] this one? Spot asks um please can you [45:13] summarize Intel and and Nvidia [45:16] suspected collaboration [45:19] and what this means for the future of [45:21] Arc? Uh we're going back a while here, [45:23] aren't we, Will? But um there is it's [45:26] not a suspected collaboration. There is [45:28] a collaboration between Nvidia and Intel [45:30] and I believe Nvidia owns good chunk of [45:33] Intel stock as a result of that [45:35] collaboration. But it is potentially [45:38] quite exciting what they're doing there, [45:39] right? [45:40] >> Yeah, definitely. I mean, I think the [45:42] the core idea is that there will be an [45:44] Intel SOC for like a laptop or a gaming [45:47] handheld or whatever. And instead of an [45:50] ARC graphics portion, it'll have an RTX [45:52] graphics portion, which could be, you [45:55] know, potentially uh more powerful, [45:58] could have a higher top end. And [46:00] probably the most important thing is it [46:01] gets access to DLSS then, which is from [46:04] what we've seen on the Switch 2 and from [46:07] obviously just general PC gaming is the [46:10] best uh upscaler package generally. So [46:14] yeah, it's it's pretty exciting. It's [46:16] interesting to think about potential [46:18] products that could use this. Certainly, [46:20] you know, Intel just launched their own [46:22] gaming handhelds powered by ARC [46:24] graphics, and we'll have to see how they [46:26] do in terms of power and performance and [46:29] everything else, but this kind of gives [46:31] them another option for a co-branded [46:33] device that is able to potentially hit [46:35] higher performance levels and do so with [46:37] better upscaling. [46:38] >> Mhm. Yeah. What do you think about the [46:40] future of Arc? Because um there have [46:43] been lots of rumors as usual. I mean, [46:45] seems to be like pretty much every few [46:47] months there's a new rumor that Arc is [46:49] in terms of its discrete graphics cards [46:51] is a thing of the past, but then you see [46:53] Panther Lake where you see a very very [46:55] good integrated solution. What do you [46:57] think is the future of Arc? [47:00] >> Oh gosh, it's hard to say, right? I [47:01] mean, I I get the idea that maybe Intel [47:04] is a bit like Microsoft and there might [47:06] be different factions within the company [47:08] that see different paths for it. [47:11] Um because you know certainly we have a [47:14] lot of people that are genuinely seem to [47:16] be really big fans of ARC internally and [47:18] want it to do well and you know have [47:20] plans for all these you know discrete [47:22] graphics cards and mobile chips and [47:24] everything else and the work that Intel [47:27] engineers have done to you know make it [47:29] a viable solution both discrete and in [47:31] terms of uh you know laptop integrated [47:34] has been you know really promising. So [47:37] from that point of view, you would say [47:39] that the Nvidia stuff is maybe, you [47:42] know, just a contractual obligation or [47:44] it's something that, you know, is not [47:46] going to be the main thing going [47:47] forwards. But I think it does give [47:50] perhaps other factions within Intel that [47:53] don't think that ARC is worth the [47:54] investment a good kind of get out clause [47:57] to say, "Ah, but we don't need to do our [47:59] own things. We can just ask Nvidia, who [48:02] are already really good at this, to just [48:03] handle these things going forward." So [48:06] yeah, it's obviously all kind of based [48:08] on rumors. We don't really know what [48:10] these first products that are um you [48:13] know, combining these two uh Intel and [48:16] Nvidia uh SOC's to you know, we don't [48:20] know what they'll what they're going to [48:21] look like and we'll have to wait until [48:22] they're actually out and we can test [48:23] them in terms of performance and [48:25] features and everything else. [48:26] >> But yeah, it's it's a complicated [48:28] situation for sure. Yeah, I think you [48:31] know ultimately it is just going to be [48:33] um integrated processors with a Intel [48:35] CPU and Nvidia GPU which sounds like you [48:38] know um the scale of it could be [48:41] relatively limited. It could be [48:42] something bigger. I mean in the past [48:44] Intel actually did a similar [48:45] collaboration with AMD uh which was um [48:49] very very very shortlived. you had like [48:52] an Intel uh CPU and like a Vega GPU, not [48:56] the Radeon 7, I'm afraid there, John [48:59] Fury X, [49:01] >> my favorite, [49:03] >> but you know, potentially this could be [49:04] really, really cool. um you know [49:06] bringing those technologies together. I [49:08] think it could be quite compelling from [49:10] a gaming perspective maybe more [49:12] compelling than the Windows on ARM stuff [49:14] that Nvidia is pursuing at the moment [49:16] because it bypasses the whole ARM [49:18] situation and um Intel CPU cores are [49:21] actually pretty good. Right. [49:22] >> So, you know, potentially good stuff [49:24] there. what it means for the future of [49:26] ARC. I honestly think that's a separate [49:28] discussion because you know um releasing [49:31] a product with an Nvidia GPU doesn't [49:33] mean that you know you you suddenly have [49:36] access to Nvidia IP and um if Intel want [49:39] to be competitive on the graphics front [49:41] on the AI front they need good GPUs I [49:44] don't think ARC is going away the [49:46] consumerf facing side of it from gaming [49:49] might change not really sure at the [49:51] moment um what do you what do you make [49:54] of this suspected collaboration, John. [49:58] >> I mean, it seems not that different from [50:01] uh what we've seen already with like, [50:03] you know, laptops with Intel CPUs and [50:06] Nvidia GPUs. I guess it's just would be [50:09] an integration. [50:10] >> Yeah. [50:10] >> Uh this just feels like an a way to [50:13] offer a high-end option while still [50:15] leveraging Intel CPU cores because as we [50:18] know, ARC doesn't really play in the [50:20] high-end GPU market at all. So I think [50:23] ARC would remain for now as a part of [50:27] their mid to lower-end stack and you [50:30] they could deploy Nvidia technology [50:32] working together with them and higherend [50:35] systems basically right. Um so that's [50:39] basically the idea I guess and that [50:41] sounds good to me. [50:43] >> Um going to round off with a final quick [50:45] question. Uh this one comes from KBAC. [50:47] Uh, what do you think of the rumors of [50:49] Sega supposedly working on a lowowered [50:51] handheld akin to the Everade handhelds? [50:54] Uh, have you heard any rumblings on the [50:56] digital web or is this pure hogwash, [50:59] John? Is it pure hogwash? Is there [51:01] something of it, do you think? [51:02] >> I don't know. I haven't heard anything [51:04] about this rumor. Uh, that's interesting [51:06] though because it may it's Evercade has [51:11] quietly Blaze Entertainment. They have [51:13] quietly carved themselves a weirdly [51:15] successful little niche. Evercade [51:18] devices are really cool. Like they're [51:20] lowcost handheld units that play [51:22] cartridge-based games. And they've now [51:25] got like hundreds of games on that [51:26] thing, including games that otherwise [51:29] don't really have easily accessible [51:31] physical versions at all. And just due [51:34] to that low cost, it's just like a fun [51:36] little system to collect for. And um it [51:39] plays well. And some of the units have [51:40] TV out. there's a console as well. Like [51:43] it's just it's a it's a fun device and [51:45] the price is low enough that it's [51:48] managed to find that audience. So maybe [51:50] something somebody like Sega sees that [51:52] and says, "Hey, we could do that." [51:53] Because unlike the mini consoles which [51:55] are like locked down devices, this could [51:58] be a way to sort of more easily bring [52:02] their classic catalog back again [52:05] somehow. But they've done that enough [52:06] where I feel like they'd have to find [52:09] some kind of spin to make this more [52:11] interesting. I I don't know. And also [52:15] like doing a handheld [52:19] well to make it actually compelling is [52:21] tricky in terms of screen quality, [52:23] screen selection. Like if they just [52:26] slapped like a 16x9 LCD of some sort [52:28] like in there, that would be pretty [52:30] crappy for for that, I have to say. Uh, [52:33] but if they actually properly source [52:35] like a good 4x3 panel, you know, they [52:37] take care of the treatment correctly, [52:39] something like what was in the Ambernick [52:41] RG477M, [52:44] a panel like that maybe too expensive [52:46] for what they want to do would be pretty [52:48] nuts. Uh, in a little dedicated handheld [52:50] unit. So, I don't know if they're going [52:52] to do it. I'd like to see them try [52:54] something. I still have my Game Gear [52:56] Mini, though, which or no, it's the Game [52:58] Gear Micro. I don't know if you ever use [53:00] one, Rich, but the screen it's like the [53:01] size of a thumbnail. Like literally, [53:03] it's very very small. [53:05] >> Yeah. To which my question is why? I [53:08] mean, [53:08] >> it was just it was a fun it was a fun [53:10] little toy in that case. [53:12] >> Um I guess from my perspective, the [53:14] question is like what kind of games do [53:16] they want to run on it? Cuz I know the [53:18] games that I really want to play and it [53:20] would be like, you know, the Dreamcast [53:21] and the Saturns, that sort of [53:23] >> arcade games is what I would want. [53:25] >> The arcade games. Yeah. You know, the [53:26] model one, two, and three games. I mean, [53:28] that would be awesome. a handheld with, [53:30] you know, model one, two, and three [53:32] titles on it would just be incredible. [53:34] Um, it would, [53:35] >> but, you know, all of that sort of [53:37] custom hardware, [53:39] how's the emulation on that could be a [53:40] bit tricky. Uh, I don't know. Um, well, [53:44] do you have any thoughts on this? [53:46] >> Um, I don't have any thoughts on this [53:47] particularly, but I just wanted to say [53:49] that I already have the uh Sonic the [53:51] Hedgehog mechanical keyboard. [53:55] That [53:55] >> our audio listeners can't see it, but he [53:57] held that up and it is indeed very Sonic [54:00] the Hedgehogy. [54:01] >> Hold it up again. I want to see it. Just [54:04] >> This is the show and tell portion of the [54:05] show. [54:06] >> Yeah. [54:06] >> Yeah. Mhm. [54:07] >> Wow. Okay. That's That's quite nice. [54:10] >> This is made by High Ground. They also [54:12] do a different design in black for uh [54:15] you know, shadow obviously [54:17] >> and they do various mouse pads and this [54:18] is currently what is on my uh PC for [54:21] testing purposes. [54:22] >> Huh. I like it. Looks cool. [54:24] >> Okay, good stuff. [54:25] >> So, you know, if if they want to take [54:27] any design notes from that, then, you [54:29] know, get in touch. [54:30] >> Fair enough. Okay, what a great way to [54:32] end the show because that was indeed the [54:33] last question. So, if you enjoyed it, [54:35] please do like, subscribe, share, that [54:36] kind of stuff. Ring bells for apparently [54:38] instant notifications, that sort of [54:40] thing. patreon.com/digitalfoundry. [54:44] Join us. um high quality video downloads [54:46] of everything we do, early access to DF [54:48] direct, the chance to pose questions for [54:51] this show and the main direct um ad free [54:54] website which uh will beautifully create [54:57] Q8 for us. Um that's all from us on this [55:01] one and I guess we'll see you soon. [55:02] Thanks for watching and supporting [55:04] Digital Foundry.