[0:02] Why hello there. A warm welcome of sorts [0:05] this week to DF Direct Weekly. It is [0:07] indeed warm. We're having a heat wave [0:09] here in Europe. Uh I'm John Lynaman. [0:11] Richard Lead Better is out currently. He [0:13] is very busy working on a big video. So [0:16] he asked me to take over. So of course I [0:19] brought along my good friends here. [0:20] First starting with Oliver McKenzie. [0:23] >> Yes. John, it's been a little bit hot [0:25] here as well, but not quite as [0:26] sweltering as I think it is where you [0:28] are. [0:30] Indeed, we're approaching 35C. It's in [0:32] the '9s if you're in Fahrenheit. And [0:34] then, of course, we also brought along [0:37] the mainstay, the Rock himself for the [0:40] Digital Foundry Channel. It's Tom [0:42] Morgan. [0:43] >> Hello, John. How you doing? Yeah, 22 [0:46] degrees here in Brighton. Got the [0:48] curtains closed. Uh, no air con, alas, [0:51] but uh, we're going to push on through [0:52] regardless. [0:53] >> Wonderful. Yeah, we have a lot of stuff [0:54] to talk about today. We've got the [0:56] latest on GTA 6. We're going to micro [0:59] analyze like 7 seconds or less of [1:01] footage. We're going to talk about the [1:02] new Unreal stuff. There is some good [1:05] news coming out of that. There's Gears [1:06] of War stuff and a lot more to talk [1:08] about today. Uh but first, uh I did want [1:11] to bring some attention to the site. [1:13] We've got Will Jud who was on recently [1:15] actually. It's lovely to have him back [1:17] who's been doing a lot of work over on [1:19] the site, including some cool new [1:20] articles. He's got stuff about the Intel [1:24] and Nvidia collaboration. uh the AMD [1:27] crossover, the Intel AMD crossover point [1:30] that's nine months away. There's the [1:32] ultra expensive $3,000 PS5 SSD, which [1:36] we'll talk about later cuz it is kind of [1:38] uh crazy. And even a Sonic Adventure 2 [1:41] mechanical keyboard, which I have to [1:43] admit looks pretty cool. So, all that [1:45] and more over on the website. Check it [1:47] out. And of course, check out our [1:49] Patreon and all that stuff. But before [1:51] we jump into the episode, first here's a [1:54] word from our sponsor. [1:56] DF Direct Weekly is brought to you in [1:58] partnership with Alienware. The latest [2:01] state-of-the-art Alienware Area 51 [2:03] delivers a flagship reborn with a focus [2:06] on extreme highquality design, [2:08] cuttingedge silicon and thermal [2:10] precision, and it's available now. In [2:12] addition to top-end GPUs, the new Area [2:15] 51 also supports AMD's Ryzen 9000 X3D [2:20] processors from the 9800 X3D up to and [2:23] including the new 9950 X3D2. Ryzen [2:27] 9000X3D processors deliver by far and [2:30] away the best CPU gaming performance [2:32] we've tested to date and are a key [2:35] recommendation for a high-spec gaming [2:37] PC. And to keep performance sustained at [2:40] the highest level, Alienware has [2:42] overhauled the internals with a new [2:44] gasket architecture. The system uses a [2:47] combination of 180 and 140 mm fans to [2:50] create positive pressure, moving 25% [2:53] more air while remaining 45% quieter [2:56] than prior generations. Combined with a [2:59] 1500 watt platinum PSU and enough [3:02] thermal headroom to handle the 600 watt [3:05] powered draw of the RTX 1590, the new [3:08] Area 51 is built for the absolute limit [3:11] of modern PC gaming. [3:16] So, gentlemen, a lot of news this week, [3:18] but before we dive into GTA 6, I do want [3:20] to give a quick uh sort of I guess [3:24] eulogy, if you will, for Mr. Bobby [3:27] Prince, who passed away recently this [3:30] week at the age of 81. He was the [3:32] original composer of Doom, Doom Nukem [3:34] 3D, so many other classic '90s games, an [3:37] absolute legend. Uh, and I was really [3:40] saddened by this news this morning. So, [3:42] I did at least want to give a shout out [3:44] to his great work, remind people of what [3:47] he's done in the past, and yeah, truly [3:50] an awesome influence in our game [3:52] industry, a great composer on the [3:54] Western side. So, we'll miss you, Bobby. [3:58] But right, of course, when we started [4:00] this uh show this week, we thought we [4:02] were going to be jumping right into the [4:03] Unreal Fest stuff, but it turns out [4:05] Rockstar had a little surprise for us [4:07] all. They announced that pre-orders are [4:09] going live soon for GTA 6. They also did [4:12] a box art reveal trailer, which is a [4:15] very short little clip. Uh it's already [4:18] amassed like 6 plus million views in [4:21] less than 24 hours, which is uh rather [4:24] impressive, I must say. But we got this [4:26] nice little sort of like camera pan out [4:28] of it. And people have been going nuts [4:30] analyzing it. And I think from our [4:33] perspective, the thing that really stood [4:35] out is like we're trying to break down [4:37] what they're doing for reflections. Um, [4:40] man, this seems so silly because it's [4:41] just it's almost nothing. But it it is [4:44] it is kind of funny and light-hearted to [4:46] be to looking at this so closely because [4:48] based on what we've seen in the previous [4:50] trailers, we do think that GTA 6 is [4:52] using ray tracing uh for reflections, [4:56] for lighting, all sorts of things. And [4:59] this large open area here really helps [5:02] us kind of understand what they're doing [5:04] and also the drawbacks to it. Uh, and I [5:07] think we've kind of determined that they [5:08] are doing ray trace reflections with a [5:11] bit of screen space tracing on top of [5:14] it, which is relatively common. That's [5:17] usually what you see in Unreal, for [5:18] instance, where the BVH structure, the [5:21] thing that they're tracing into actually [5:23] is somewhat less detailed than what you [5:26] actually see in the primary view. So, [5:28] layering SSR sort of fills in those [5:30] extra details. But, we noticed some [5:32] weird anomalies with this one that kind [5:34] of stood out. For instance, this Ferris [5:36] suite on the distance and Oliver I think [5:38] we were we we were talking about this on [5:40] Slack yesterday and just kind of like I [5:42] felt it's like wow we're talking about [5:44] whether or not like why is this ferris [5:47] wheel not showing in the reflection [5:49] here. Uh and it it feels like we're [5:51] really down the rabbit hole here but it [5:53] is fun. So, I think it's possible that [5:57] we're seeing something where they're [5:58] simply not drawing every object that far [6:00] out into the BBH and it's just like left [6:03] out of that view. Um, but it's also not [6:06] covered by screen space. Like, what do [6:08] you think about this? [6:10] >> Well, it's a very interesting and [6:12] unusual combination of SSR and RT [6:15] reflections. It seems to be in terms of [6:17] this showing because we do know that the [6:19] game is using RT reflections based on [6:21] prior showings. We also know that it has [6:23] SSR in some instances. Like for [6:25] instance, in earlier trailers, we saw [6:27] like there was a coaster on a table and [6:29] the way that it was reflecting without [6:31] showing the underside of that bowl or [6:33] that coaster or whatever, it was [6:34] indicating that there was some screen [6:36] space information that was being reused [6:38] in that reflection. Um, and in this [6:40] showing, I think we're seeing some [6:41] evidence of screen space reuse in terms [6:43] of what we're seeing in the bottom left [6:45] hand side of the screen where there's [6:46] very clearly um information in on screen [6:49] that's being disccluded. and it's [6:51] revealing new uh reflection information [6:54] there. Um, but the curious thing is that [6:57] in other areas like in that ferris [6:59] wheel, we would usually expect there to [7:01] be some kind of reflection showing in [7:03] the water there with SSR typically, not [7:05] in every case, but typically, and it's [7:07] not showing there. And then also in the [7:10] uh kind of towards the bottom right edge [7:12] of that uh image, we're also seeing an [7:15] interesting area where there's uh a [7:17] bridge that's being lit quite brightly [7:20] and it's not showing occlusion um [7:23] between the uh bridge and the light [7:25] sources and there's also no evidence of [7:27] screen space information reuse there in [7:30] terms of the appearance of occlusion and [7:32] discclusion along that edge. So I I I [7:36] don't know quite what to make of this. [7:37] And this is the kind of funny issue [7:39] where like if we literally had [7:43] 5 seconds with the camera here, we could [7:46] probably work out roughly what's going [7:48] on. [7:48] >> Oh yeah. [7:49] >> But in the in the universe of looking [7:50] through this like very limited uh [7:53] panning shot without much movement at [7:55] all in the camera, um I'm I'm a little [7:57] bit less certain, but I think there's [7:59] probably some RT reflection component [8:02] here. Prior GTA games have used I think [8:05] uh reflection maps in GTA 5 I believe [8:09] they were using um if I'm not mistaken. [8:12] Uh but here I suspect based on the much [8:16] higher complexity of the world and based [8:17] on the appearance of RTM prior showings [8:19] and based on the fact that we are seeing [8:21] like some perspective correct reflection [8:24] detail when screen space information [8:26] isn't available along that left edge and [8:28] a couple other artifacts. I think what [8:30] we're seeing is SSR layered on top of [8:32] RT, but behaving in a slightly unusual [8:34] way that we wouldn't necessarily expect, [8:36] but this is all basically as expected. I [8:39] would stress like this is all pretty [8:41] normal stuff for a game this generation. [8:43] And it makes complete sense to use a [8:46] combination of SSR for small details for [8:49] details that might be excluded from PVH, [8:51] things like this. Um, in combination [8:52] with RT, that's like an industry [8:54] standard at this point. This is all [8:56] pretty expected stuff. Although the game [8:58] obviously looks quite extraordinary, I [8:59] would say. [9:01] >> Yeah. And beyond the reflection stuff, I [9:03] also really like how so this scene has a [9:06] lot of lights in it. Right. Right. [9:08] >> As you would expect from a longdistance [9:10] view, but the the distance at which [9:12] these lights remain visible is very [9:14] impressive, I think, where it really [9:16] looks like each little point light is [9:18] represented well within the scene, which [9:20] is nice to see. You can't always expect [9:22] that. I also noticed they've got that [9:25] they seem to be using a technique [9:27] similar to something like Marvel [9:28] Spider-Man and a few others where it's [9:31] like a parallax trick on the building [9:33] surfaces to give the impression of like [9:35] 3D interiors. [9:37] >> Um, but all this is the kind of stuff we [9:39] just glean from looking at this very [9:41] tiny clip. And I think, you know, once [9:43] you get more time with it, if you [9:45] actually just move the camera at all, [9:46] like you said, you would instantly [9:48] understand like, oh, okay, this is what [9:49] they're doing. But it is it is fun to [9:52] speculate and look at this uh and kind [9:54] of see how far we've come along that. I [9:57] mean Tom, you were breaking this down as [9:59] well. What are your thoughts on what [10:01] we're seeing here? Anything particular [10:03] stand out to you? [10:05] >> Uh I mean it's it's for sure miss mixing [10:08] that SSR and uh rate tracing. I mean in [10:10] a similar way we've seen to uh a lot of [10:13] titles this generation. Lumen stuff like [10:16] comes to mind. Anything using lumen? [10:19] Yeah, it's a yeah, all the oddities [10:22] associated with those techniques are [10:24] there. As well as Oliver's already [10:25] mentioned, there's a lacking lack of uh [10:28] shading to some reflected elements. Uh [10:31] you know, on the left side, I guess uh [10:34] there's some structures near the bay [10:36] there, and it's just missing any sort of [10:39] any of the shading on the actual part [10:42] above water in the reflection. [10:45] And uh obviously you know left side of [10:46] the image there's SSR artifacts as well. [10:48] So those two things suggest you know a a [10:51] BVH uh for the the ray tracing and uh [10:55] the classic occlusion artifacts with [10:57] SSR. Um [10:59] >> yeah I'm sure you know it's funny having [11:01] uh this feed because it's accessible on [11:04] the this video we're talking about [11:06] wasn't exactly in the trailer itself [11:08] with the [11:09] >> cover up. It was on the website that [11:13] revealed the video and it's just a new [11:15] component embedded within the website as [11:17] you scroll up and down. It's a very [11:19] slick website. Go to GTA 6 and it's like [11:22] go to the high quality setting if you [11:24] can select that by going to the menus [11:27] and suddenly you get this graphic. You [11:29] can scroll up and down and this massive [11:31] view quality is reasonable and you can [11:33] kind of inspect for yourselves, you [11:35] know, go get the magnifying glass out [11:38] and see what you reckon. But yeah, it [11:40] for to my eyes SSR and rate tracing [11:42] makes the most sense. [11:44] >> Indeed. Indeed. But I guess there's not [11:47] much more to say other than that. But it [11:48] is it is kind of fun to look closely at [11:51] this stuff because I mean when you see [11:53] those numbers and the amount of views [11:55] this thing is getting just it is really [11:57] crazy. There is no bigger game in the [12:00] world I would say right now that's [12:02] upcoming. [12:03] >> And it's fun to look at something where [12:05] money is simply no object here. like [12:08] they're able to do whatever they need to [12:10] do to make this game uh because of this. [12:13] So, we'll definitely be keeping an eye [12:16] out and I'm excited just to see what [12:17] their tech can offer because it feels [12:20] like they've kind of quietly been [12:21] building stuff in the background doing [12:23] their own thing and that's always fun to [12:25] see. So, obviously we will be looking at [12:29] that when it releases hopefully later [12:31] this year. [12:33] But let's move on to the next topic. All [12:36] right, this week it was Unreal Fest and [12:38] it was unreal. There was a lot of stuff [12:40] coming out of here, uh, including a lot [12:42] of news from Epic itself, um, both about [12:46] Unreal Engine 5 and the upcoming Unreal [12:49] Engine 6. We also got some new tech demo [12:51] stuff, including a nice look at Gears of [12:53] War Eday, uh, which is really cool. But [12:57] let's start with Unreal Engine 5.8 [13:00] because this actually does have some [13:02] nicities in it. And it kind of we're [13:04] kind of reaching the point where uh a [13:06] lot of things that were still in that [13:08] early state or that pre-release state [13:11] have now reached the official production [13:13] ready status. Things like megalytes for [13:16] instance are finally like officially [13:18] production ready, ready to be used. Uh [13:20] we're going to start seeing them in [13:22] games. But the big news, I guess, for [13:25] the game console world is this thing [13:27] they called Lumen Light, which is a [13:30] higher performance, lower requirement [13:32] version of Lumen designed to provide [13:34] results similar to the full fat Lumen, [13:38] uh, but with a reduced CPU cost and [13:41] reduced over overhead in a way that [13:43] makes it feasible for platforms such as [13:45] Switch 2 where it's largely not existed, [13:48] Oliver. Right. Like, and this is this is [13:50] something where it feels like it could [13:52] genuinely make a big difference for [13:54] upcoming multiplatform releases because [13:56] they stress that this isn't something [13:58] you need to like customize specifically [14:02] for each platform. It's a seamless sort [14:05] of like uh option. So, you essentially [14:08] light your world one way and that is [14:10] going to be work workable with Lumen [14:12] Light as well [14:14] >> as the as the larger more full fat [14:16] experience right? [14:18] >> Yeah. Yeah, I believe lumen light [14:20] interesting technology. I think it's [14:22] just a different name largely for what [14:24] we saw a couple of weeks ago announced [14:26] lung 5.8 which was the medium lumen [14:29] setting. This seems to be something that [14:30] is basically equivalent to that in so [14:32] far as basically we're seeing a [14:34] primarily probe based approach to lumen [14:37] that still gives you the kind of [14:39] lighting detail that you'd expect in [14:41] broad strokes from Lumen but at a much [14:43] lower performance penalty. Indeed, [14:45] they're not only talking about Switch 2, [14:47] they're talking about 60 FPS on Switch [14:49] 2. So, that's really quite striking. Uh, [14:53] very, very interesting here. Um, yeah, [14:56] it it's a probased technique. I think it [14:58] will mirror uh no pun intended the look [15:02] of uh what we've seen from a lot of [15:04] lumen titles on series to a large degree [15:07] because for GI they do depend on this [15:10] probebased [15:12] uh lumen or radiance cache oriented [15:14] lumen radiance probe oriented lumen but [15:17] for reflections they're relying [15:18] primarily on SSR with a rough specular [15:21] fallback from the GI of course I'm sure [15:23] you could switch you could ship a more [15:26] involved version of this technique [15:27] techique on switch 2, but the guidance [15:29] from Epic is to basically use this probe [15:32] based GI and then use SSR plus this [15:35] rough specular fallback from the GI [15:37] which is something we've seen in a lot [15:39] of Switch uh seriess S titles including [15:40] like Robocop very early on. I remember [15:43] that being a prominently used this [15:44] technique and we've seen many other [15:46] titles I believe also expedition 33 is [15:48] another prominent example of this on [15:50] series. [15:51] >> Um and yeah, the target here is up to 60 [15:53] fps on switch 2 and low-end handhelds [15:55] things like that. So very very cool. [15:58] There are also some other interesting [15:59] announcements with UE5. Um the biggest [16:02] announcement which I think John [16:04] referenced I mean at least in terms of [16:05] my own interests is that Megalytes is [16:07] production ready and I think we were [16:09] talking about it they demoed it a couple [16:11] of years ago or about a year ago I think [16:13] on [16:15] >> Yeah. on PS5 running at I think 1080p at [16:18] 30 fps and now they're showing it off in [16:22] commercial software that's going to be [16:24] shipping this year at a much better [16:26] level of image quality I would argue [16:27] although you know perhaps less intensive [16:29] uh content in terms of its lighting at [16:31] 60 fps in like Gears of War Eday which [16:34] we'll talk about shortly which I think [16:35] is [16:35] >> and Halo which [16:37] >> Halo yeah which are like super [16:39] good-looking titles and relatively [16:41] performant ones as well um perhaps you [16:44] know in in the case of Halo. There's [16:45] some image quality issues here and [16:46] there, but like very impressive titles. [16:48] Um, and yeah, I'm super looking forward [16:51] to that. That just seems so cool. I [16:53] can't believe this is shipping this [16:54] generation at high performance. I [16:56] remember Alex talking about it and he [16:57] was like, "This is probably going to be [16:58] next generation technology back in the [17:00] day." Um, and it probably largely is [17:02] designed to work really well next [17:04] generation consoles. But the fact that [17:06] it's running well on like a Series X, [17:08] that's awesome. I think that's totally [17:10] rad. And for those that aren't aware of [17:13] it, then I guess the main benefit of [17:15] this is that it allows artists to [17:16] essentially place as many lights as they [17:18] want in a scene. It removes the [17:20] constraints of a performance bottleneck [17:23] around each light source. And obviously [17:25] things like deferred rendering and all [17:27] that were already designed to reduce the [17:28] light cost, but here like they can put [17:31] shadow casting lights everywhere. And [17:34] we're already seeing that. I mean, [17:35] that's that's one of the things in the [17:37] Gears of War EDay demo that they show [17:39] off is just like every single light in [17:42] that scene, and there's a lot of them uh [17:44] produces lights and shadows. I think the [17:47] part from that demo again that I really [17:49] liked was the uh when I walked through [17:50] the freezer section, and every single [17:53] like light bulb inside the freezer is a [17:56] light, which means that you actually get [17:58] the correct glow, right? like when you [18:00] walk into that area, it's there's an [18:02] ambient light level increase because of [18:04] the use of all these lights. And I think [18:06] that's super super cool. Uh they also [18:09] talked about uh that the shader compiler [18:11] is continuously being improved. Uh they [18:15] say it's they've already reduced shader [18:19] count in Fortnite by 68%. [18:23] And in addition, there's also pro [18:25] improvements to the pipeline state [18:27] objects. So, the PSOS, so there's [18:29] improved caching, improved fallback, and [18:32] it's just faster all around. Like the [18:34] idea here, obviously, I think they [18:36] referenced the Hitchhunter, uh, their [18:38] own internal hitchhunter at Epic, who, [18:40] uh, we showed up in one of his videos at [18:42] one point. That was quite funny, but [18:44] they really are putting a lot of effort [18:46] into trying to wrangle this problem, [18:49] right? and just find ways to reduce the [18:52] total number of shaders, the time it [18:54] takes to compile them, and all the other [18:56] issues that are encountered with like [18:58] PSOS as well that's leading to these [19:00] stutters and long wait times during [19:01] development. So, that's great. Uh, [19:04] they're also talking about advanced [19:05] shader delivery, which is a DX12 feature [19:08] that's being ramped up. There's, oh, [19:10] have you seen this, Tom? Mesh terrain. [19:13] So, this is something really interesting [19:15] because so I've made a lot of like stuff [19:18] in Unreal myself now that I and one of [19:21] the big limitations I found is like when [19:23] you want to do like a big map, you're [19:25] just using like height maps, right? And [19:27] then you're placing [19:28] >> individual meshes on top of that, but [19:30] the height map itself, it's obviously [19:32] limited in what you can do since it's a [19:33] height field. You're kind of only [19:35] limited to things sort of facing [19:37] outward. So you can't like generate and [19:39] carve terrain that like overlaps on [19:42] itself and like has crevices and and all [19:44] that kind of stuff. And that's where you [19:46] would normally just have to like sort of [19:48] kit bash things on top of it. But now [19:51] they seem to be doing a full [19:53] >> meshbased terrain system here. And I'll [19:56] be curious to see how it works that [19:57] allows you to manipulate the terrain in [19:59] much more detail uh to create overhangs [20:02] and all that. And they're saying it uses [20:04] a smaller memory footprint, making it [20:07] even lighter weight. So, I don't know. [20:10] Um Tom, as somebody that covers a lot of [20:13] Bethesda games, not that are Unreal, uh [20:16] you you've got a lot of experience [20:18] walking around height maps. [20:20] >> Yeah, I guess subliminally where there's [20:22] been a lot of that. Um but generally [20:25] like the the the the back end of the [20:27] presentation seems to be very much [20:28] focused on were the benefits for people [20:31] using tools and these uh you know editor [20:35] level uh features that will really pay [20:38] dividends for just the workflow of [20:41] >> and we we bemoone the uh how widespread [20:44] Unreal Engine 5 is but we've also got to [20:47] accept that for a lot of indie [20:49] developers AA developers it's great to [20:51] have all these tools just gifted to you [20:54] right out of the gate. And they've got [20:57] another one in in here which they [20:58] touched on which relates to performance [21:00] capture without markers [21:03] >> which is very cool and um just needs you [21:06] know I I I'm wondering how uh accurate [21:10] this is. But they seem pretty confident [21:12] that you can get full body motion [21:13] capture and for the um Unreal Engine [21:17] editor to interpret bits that are [21:19] malleable. So you can tweak it later on [21:22] and adjust for animation. [21:24] >> So it looks very um yeah useful for a [21:28] developer to just jump in there if they [21:30] don't have the technology to get the [21:32] full marker set up and go to a you know [21:35] proper u room to capture all this stuff. [21:38] >> Yeah. So, I agree. That's one that's [21:40] actually one of the most exciting things [21:42] because that also opens this up to [21:44] smaller creators now, right? Uh they [21:46] were demonstrating that you can do this [21:48] from video. So, you just take a video [21:50] feed and pipe this through and it's able [21:51] to essentially pull off the the [21:54] performance capture onto a model, which [21:56] is, you know, it could could be big news [21:58] for VTubers. [22:01] No, but like [22:02] >> this is an interesting way to sort of [22:04] like get that sort of realistic [22:05] animation but without any of those [22:07] expensive setups. Just film it possibly [22:09] even it's like a phone camera. And they [22:11] actually showed examples of taking old [22:13] movie footage, dropping it in there, and [22:16] then mapping the movements from that [22:17] footage directly into a character model. [22:19] So, I'll we'll be watching that. Uh, and [22:23] I guess the last thing that I liked [22:24] visually, it's not really relevant to [22:26] games, is they showed that their offline [22:29] depth of field render. And I do actually [22:31] use the offline rendering in Unreal. [22:33] That's what I use the most when doing [22:35] video stuff sometimes. It's like [22:37] rendering something out from Unreal's [22:39] like sort of sequence editor. Like you [22:41] make a nice looking scene, some models [22:43] in the scene, but then when you render [22:45] it out, you can take advantage of the [22:47] offline uh super slow by the way [22:50] rendering uh to get really fancy [22:52] effects. But now they're handling depth [22:53] of field like a real camera now and how [22:56] it like works with the scene, which [22:58] should look really really cool. Uh, and [23:00] it does look cool in the examples that [23:01] they showed. So, lots of nice stuff [23:04] happening there. Um, but obviously [23:07] Oliver, the big thing to come out of [23:09] that as far as games are concerned is uh [23:12] Kate Rener, the tech director at the [23:14] Coalition, who she is extremely smart, [23:17] legendary person, was also the tech [23:19] director on uh the SSX games by the way. [23:23] So, one of my favorite classic series [23:25] >> and it's been around for a long time [23:28] doing this stuff [23:29] >> and The Coalition definitely one of the [23:31] best studios in the world when it comes [23:33] to utilizing Unreal. And yeah, based on [23:35] that recent demo, the results they're [23:37] showing so far are excellent. But this [23:40] new demo essentially showed the game [23:41] running at 60 FPS on Xbox Series X. It [23:44] focused on that sort of like supermarket [23:46] location that was in the demo. And [23:48] there's a couple things that really [23:50] caught my eye here. First of all, I [23:51] already mentioned there's the mega [23:53] lights, and they definitely highlighted [23:55] that where every single light in that [23:56] supermarket, and there's a ton, uh, is [23:59] projecting light, but they also went big [24:02] on uh the destructive element where now, [24:07] so this was a complaint people had with [24:09] Gears 5 and that it was a very static [24:10] looking game. And when you're doing that [24:12] really finely baked lighting, this is [24:14] one of the things that can be limiting [24:16] in that if you move too much in a scene, [24:19] when using static lighting, it can look [24:22] a little bit awkward, especially when [24:23] it's not factored in well into the bake [24:25] cuz you have to do like a dynamic [24:27] solution with the baked lighting. [24:29] >> Here, it's all unified. But they showed [24:31] things like granular tile breakage where [24:34] Marcus sort of shoots the wall and you [24:36] see all the little individual tiles [24:38] crack and break off. I won't say it's [24:40] necessarily a brand new thing. We've [24:42] seen stuff like this, but it seems like [24:44] the level of detail around it is [24:47] improved. Uh they also fired bullets [24:50] into the freezer cage, which uh so it [24:55] shows the glass shattering and they say [24:57] they're like they're actually ray [24:58] tracing the individual glass fragments [25:01] as it falls down into the scene. The [25:03] only thing I will say that's a little [25:04] bit weird about that is that there's [25:06] glass on both sides of those uh freezer [25:08] cases and yet the bullet only penetrates [25:11] the first the first pane of glass. It [25:14] doesn't go through to the second pane. [25:16] >> A little bit weird. I don't know. Maybe [25:18] they'll fix that. Um but it it the [25:20] actual effect of the primary glass that [25:23] breaks is very very cool. So um but [25:26] yeah, I mean what what else what else [25:28] caught your eye here, Oliver? [25:30] Oh, I was just super impressed with the [25:33] Megalytes presentation. I was super [25:34] impressed. Like there's one shot where [25:37] they're showing like this wall of CRTs [25:40] >> that are casting like these super soft [25:42] shadows, like these beautiful area [25:44] lights that are nice diffused, very [25:47] good-looking, colored in interesting [25:49] ways. Um, and they're casting very soft [25:52] shadows off of adjacent objects. And I [25:54] think that just looks awesome. There's [25:55] also a shot where they show off the fact [25:57] that when you shoot your gun, you get [26:00] these beautiful muzzle flash shadows. [26:02] This light and this muzzle flash that [26:04] we've not seen the likes of since [26:05] Killzone 2, right? Very, very cool [26:08] technique there. [26:10] >> We actually uh what that reminds me, [26:12] they were actually in a HalfLife Alex in [26:14] VR, [26:15] >> which is super immersive, right? You [26:17] actually got the full muzzle flashes [26:18] from every shot. But you're right, it's [26:20] not a super common thing, unfortunately. [26:22] >> Not common at all. Not common at all. [26:24] and they are using a hardware lumen. Um, [26:26] but it's interesting. There are some [26:28] moments where like on a road for [26:32] instance, we're clearly seeing when the [26:34] camera is moving and when the edge of [26:36] that camera would normally show some [26:38] kind of occlusion issue. We're not [26:39] really seeing that. And I think that's [26:41] probably because either the screen space [26:43] information is not being used in that [26:44] instance or because there's a much [26:46] closer fidelity between the screen [26:48] information that's in screen space and [26:49] the information that's actually in the [26:51] BBH. So, I think that's a very positive [26:53] sign. But in other instances, I think on [26:56] transparencies during game play on like [26:59] window panes and things like that, I [27:01] think we're more obviously seeing [27:04] something that looks to me like it's [27:06] primarily um relying on set screen space [27:08] information still. So, we're seeing a [27:10] little bit like for instance in that [27:12] freezer cage section when Marcus is [27:14] walking through there, we're seeing kind [27:16] of like not like kind of correctish [27:19] looking but clearly showing some obvious [27:21] occlusion issues, reflections in that [27:23] instance. So, um I do wonder if maybe [27:26] that's a little more selectively applied [27:28] there. Um this also is a 60 fps trailer [27:31] and it does seem to be running at 60 fps [27:33] largely. some dips in the mix and then [27:35] that um the cinematic sequence towards [27:37] the end is running at kind of 30 fps [27:41] with some dips roughly in that vicinity. [27:44] So it's not 100% like lock 60 perfect [27:47] and also there like some minor image [27:49] quality faults that you could have but [27:50] by and large like this is an extremely [27:52] impressive demo to be running at 60 fps [27:54] on a console. Good enough image quality, [27:58] megalytes, super interesting stuff. Um, [28:01] but yeah, this is just an awesome [28:03] trailer and I can't wait to see the [28:04] final game. [28:06] >> Yeah, and uh I agree actually. Uh, when [28:08] you were talking about the CRTs, it did [28:10] occur to me. I think it's funny how the [28:12] CRTs in this world are essentially like [28:14] 70s era designs, like the big wood grain [28:17] boxes with the giant knobs on the side. [28:19] Like that is very 70s. I wonder how they [28:23] went with that. It's very, very [28:24] interesting choice they made [28:25] aesthetically. Uh, but you mentioned at [28:29] the end there that that final cut scene. [28:31] And Tom, this is kind of an interesting [28:32] topic I've been thinking about lately is [28:34] cutscenes and frame rates. I think in [28:38] some ways I actually like how cut scenes [28:41] look at 30 fps with good motion blur. I [28:44] know. I know. I it it sounds insane and [28:46] I don't always love it, [28:48] >> but I was playing a game recently and [28:50] we'll have a video up for that next week [28:52] where I realized like man like with the [28:54] motion blur shutter speed dialed in [28:56] >> and just the way everything moves like [28:57] it just feels really good at 30 and [29:00] since you're not playing the game there, [29:02] I don't think it's a big problem. But I [29:05] kind of want to What do you think about [29:06] that? like as some we've been covering [29:08] this stuff for so long and it kind of [29:10] comes and goes, but what do you think? [29:14] >> Uh 30 fps for cut scenes, 60 for [29:17] gameplay. That switch [29:19] >> Yeah, it's an odd one. It's uh it can be [29:23] jarring, I suppose, is the main [29:24] criticism you might have, [29:26] >> right? No one likes that constant [29:28] switch, but there's something about it, [29:31] right? The the reason we've stuck to 24 [29:33] fps in film for so long, the reason we [29:36] almost reject the move to 48 for some [29:40] films, I think Avatar did that. The [29:41] Hobbit did it. Um, but yeah, in the [29:44] world of film, we almost reject it [29:46] because of the soap opera effect. Uh, [29:48] that feeling it's too smooth and our [29:50] brain, we always prefer to have uh, you [29:53] know, that that slower update so our [29:56] brain can fill in the gaps. And that [29:58] might apply to games as well. Cut [30:00] scenes. Um, you know, for a more [30:03] cinematic effect to really hammer home [30:04] that this is a big moment. That is a [30:07] cool psychological trick to use as well [30:09] as a technical limitation. Say if they [30:10] want to add more to a cutscene in terms [30:13] of the render budget, you've got, you [30:15] know, they can whack up the the settings [30:17] to a higher degree than was otherwise [30:20] possible. And I love that actually in um [30:23] in certain games in actual I know this [30:26] is sacrilege coming from Digital [30:27] Foundry, but in some games growing up [30:30] with um like PS2, Dreamcast, you know, a [30:34] lot of them had poor sub 30 frame rates [30:36] and I almost loved cherished it for that [30:39] because I knew that if it was pushing [30:40] the frame rate that hard, I must be some [30:43] seeing something that's completely like [30:45] I've never seen before like in terms of [30:47] the tech like you know, Killzone 2. uh [30:50] was one of the big ones. Like I knew [30:52] that the lighting in that was just [30:53] incredible and going to some multiplayer [30:56] maps cuz I played the online mode quite [30:59] a bit. I knew I was seeing something [31:01] that I shouldn't be seeing and that the [31:03] console just couldn't handle. That is [31:05] cool. Uh but yeah, to go back to Gears [31:07] of War, um it's a great demo. Uh, I mean [31:10] it's uh it goes back to the tradition I [31:14] think Epic have always had of using [31:16] Gears of War to showcase their latest [31:18] tech. And one of the happiest, most [31:20] gratifying parts of that was them saying [31:21] they've thrown away all the well they've [31:24] started from scratch in terms of [31:25] building this game up to represent the [31:28] latest uh technology that um Unreal [31:30] Engine 5.8 or 6 5.8 I believe has. So [31:36] yeah, I'm really glad that we're seeing [31:38] mega lights with that fixed ceiling uh [31:40] in terms of performance cost on the GPU. [31:42] We're seeing the uh order independent [31:45] transparencies on the the glass there [31:47] going through from one pane to the next [31:50] even without the bullet physics [31:51] penetrating both. They might fix it. Uh [31:54] yeah, just it's every aspect of this was [31:57] screaming. This is our big showcase. [32:00] Fortnite is the the the clearly the [32:03] headline act for Epic these days, but we [32:05] haven't forgotten Gears of War and what [32:07] it means in terms of our legacy uh and [32:10] in terms of showing what this technology [32:11] is capable of. So, yeah, great showcase. [32:14] And now I I really can't wait to play [32:16] it. Like it feels like a proper uh you [32:19] know um continuation of that of that [32:22] series. So yeah, very excited. [32:24] >> All right, so that's Gears of War Eday. [32:28] There's e-holes. That's all you need to [32:29] know. Looks good. But uh we got one more [32:34] topic to mention on Unreal and then [32:36] we're moving on. So Epic also talked [32:39] about Unreal Engine 6. And I don't want [32:41] to get too in-depth here because there's [32:43] still a lot we don't know and it's still [32:45] a long ways off, but it did open an [32:47] interesting can of worms. And I've been [32:49] sort of monitoring uh chatter on this [32:52] and spoke to some developers as well [32:54] kind of off the record about this kind [32:56] of stuff. And essentially one of the [32:58] changes they're making uh in favor of [33:01] this new language they call verse is [33:03] there they want to eventually phase out [33:05] blueprints which is a node graph system [33:09] uh visual scripting that they Epic [33:11] itself sort of pioneered. Uh visual [33:14] scripting and node graphs have become [33:16] very common in many other engines as [33:18] well. Uh for instance decim relies [33:21] heavily on it. the Horizon games, all [33:23] the questing and logic and stuff, a lot [33:25] of that stuff did use a node graph [33:28] system as well. I don't know what [33:30] they're currently doing, but that's what [33:31] they did use to make that. Um, and the [33:35] feeling I've got is that there's like an [33:37] interesting war between people on this. [33:40] People get very upset very quickly. [33:43] You've got on one hand uh the old heads, [33:46] and I absolutely get this that they [33:49] don't want to use a node graph system. [33:51] don't like this especially when the [33:53] project becomes large is and I think at [33:55] AAA scale this becomes a huge problem [33:57] because the messiness of it uh [33:59] essentially you've got just like a web [34:01] of like little boxes and lines [34:03] everywhere linking all these different [34:05] variables together to create the results [34:07] and that can indeed be very difficult to [34:09] parse. Uh, I think it can be useful and [34:12] good, but it's also something that's [34:14] difficult to scale at a large size. And [34:18] a lot so a lot of developers are like, [34:20] "Yeah, I don't like them. I never used [34:21] them. I'm glad that they're gone." Um, [34:24] but there's actually a lot of studios [34:26] and smaller teams as well that rely [34:28] heavily on this stuff uh, and have built [34:31] a lot of their games around it. And [34:33] yeah, it is a lot of indie stuff and [34:36] maybe double A stuff like obviously the [34:39] one of the more famous examples is [34:41] Expedition 33 which leaned super heavily [34:43] on this and those developers are pretty [34:47] upset by this stuff the the removal of [34:50] this because they've spent years sort of [34:52] learning it under the feeling that this [34:54] is one of the big features Epic was [34:56] supporting and now they just essentially [34:57] want to pull the rug out and say no this [35:00] is going to be depreciated [35:02] And I, you know, tech needs to move on. [35:06] But the thing is is like if they [35:09] introduced blueprints and said, "Oh, you [35:12] can't write, you know, CC code anymore. [35:14] You have to use this." There would be a [35:16] gigantic uproar for good reason. So this [35:18] is essentially like taking away options [35:20] whether you use it or not. Some people [35:22] did. And those people are going to be [35:24] hit by this. And as an amateur myself on [35:28] that, I liked using the node graphs. [35:31] I've used them a lot actually, [35:32] especially for like building materials [35:35] and like shaders and stuff in Unreal. [35:38] It's a really fun thing that you can do [35:40] and it's great if you're just like like [35:43] I'm not making games in Unreal. Uh but I [35:46] do like to make things diaramas and and [35:49] other stuff that's useful and that's a [35:52] real nice way to do it. Um so I don't [35:56] know what I want not important. And [35:57] that's not what I'm not the customer for [35:59] Epic, but I do feel a lot of these [36:02] smaller developers uh are being left out [36:04] on this. And there is some speculation [36:06] that this is being done in favor of [36:09] pushing towards AI and vibe coding, [36:12] which again, I'm going to I don't want [36:14] to get into that here cuz it's that [36:16] opens a whole can of worms. But I am [36:17] curious if you guys uh kept up with any [36:21] of this dialogue or what are your [36:22] thoughts on this? I don't know, Oliver. [36:26] Yeah, I mean, um, it does seem like they [36:30] are removing blueprints. I mean, their [36:31] language is kind of ky on this. They're [36:33] basically saying, "Well, it's going to [36:34] be deprecated and we're not going to be [36:36] shipping new features at some point and [36:38] then we're going to be moving away from [36:40] it and removing it entirely at some [36:42] point." That's basically what they've [36:43] said. Um, this is like a pretty far out [36:47] change in terms of like if we're talking [36:48] about deprecation, no new features as of [36:51] 6.0. 6.0 know is some you know I think [36:55] we're talking about late 2027 for early [36:57] access and sometime thereafter for a [36:59] full release quite a bit uh thereafter [37:01] for a full release the interesting thing [37:04] about this to me is that uh they're not [37:06] actually shipping any UE5 updates [37:09] apparently not not major UE5 updates at [37:11] least after 5.8 this is the end of the [37:14] road as far as we're aware until 6.0 [37:17] until the early access release of 6.0 I [37:19] know which is quite some time away. [37:20] That's a pretty long time between UE5 [37:23] version updates. Um but yeah, in terms [37:25] of the removal of blueprints, I mean [37:27] there, you know, I'm sure there are a [37:28] lot of elements here. I think that [37:30] blueprints are a great technique to [37:32] experiment uh and work on iterate on [37:36] ideas here, but actually shipping [37:38] blueprints in a major way. Like I'm kind [37:40] of shocked that Expedition 33 runs as [37:42] well as it does with all those [37:45] blueprints in the mix. Maybe it's [37:46] because it's such a limited title in [37:48] terms of what it's trying to do in terms [37:49] of the environments, in terms of the [37:50] complexity of like um you know the open [37:53] world systems, things like that. But [37:55] it's kind of shocking to me that games [37:57] are actually shipping blueprints as much [37:59] as they are. And perhaps in the name of [38:02] having an ultimately more extensible and [38:05] performant framework for iterating on, [38:07] you know, your gameplay ideas or [38:08] whatever, perhaps verse is a better [38:11] option. And yeah, there are some [38:12] integrations there that do make it [38:14] possibly more compelling with things [38:16] like LMS and things like that if that's [38:18] your want. But I think this is like [38:20] ultimately, you know, there's a lot of [38:22] technical debt in maintaining multiple [38:24] systems like this. So I can understand. [38:26] >> Sure. Sure. shifting over. But it is [38:28] unfortunate because like yeah, you do [38:30] have this example of this game and I'm [38:32] sure many many other titles like it [38:34] where you do get a lot of mileage [38:35] instead of being able to iterate and [38:36] ship really quickly on this kind of node [38:38] graph based system and uh that is [38:40] presumably being removed and it does not [38:43] seem like there's necessarily going to [38:45] be an alternative that's as convenient. [38:48] I guess they're going to have to pull a [38:49] um uh another realms and stick with an [38:52] old engine for a long time. [38:56] was exactly where I was going to go with [38:58] that actually. The, you know, we've seen [39:00] a lot of developers like dig their heels [39:02] in, right? Yep. [39:03] >> With a previous iteration, uh, famously [39:06] Square Enix, stuck stuck with Unreal [39:09] Engine 4, uh, their own kind of version [39:11] of it that they've modified. So, it's [39:14] not unheard of. And I I think if it's a [39:16] preference for some, you know, it's free [39:19] to try and developers will weigh up the [39:21] pros and cons of moving to a UE6. And if [39:24] they really do think it's better for [39:25] their workflow, then you know they can [39:27] stick to 5.8 and that's uh keeping a lot [39:30] of features in place. What might scupper [39:32] them a bit is when they get to uh when [39:35] Epic starts revealing more features on [39:37] top of the 6.0 [39:40] uh path of uh Unreal Engine and then at [39:43] that point, you know, you've got to [39:45] adjust or be left behind. Uh which is, [39:49] >> you know, [39:50] >> yeah, a decision for them to make. To be [39:52] clear, I do think that in 6.0, [39:54] your old good node graph blueprint [39:57] system, that's still supported, but it's [39:59] kind of more of an open question. They [40:00] did talk about support for early [40:02] versions of UE6, but it's not clear like [40:04] at what point do they remove it after [40:06] that point. They're a little bit less [40:07] clear. And they do say it will be [40:08] removed at some point. So, if you're [40:10] just shipping instance 6.0, maybe you [40:12] can still use blueprints just fine, [40:14] >> but you know, 6.4 [40:16] maybe not, right? [40:18] >> Yeah. Yeah. Exactly. And this is the [40:21] problem with working with an engine you [40:23] have no control over. Uh Capcom would [40:26] have no such problem. Uh Guerilla Games, [40:29] you know, they can uh chart their own [40:32] destiny. [40:33] >> Indeed. Indeed. And uh you know, it is [40:36] interesting to see the types of moves [40:39] Epic's trying to make versus um some of [40:43] the stuff happening on internal engines. [40:45] I It's It's It's a complicated, crazy [40:48] world. And um yeah, I mean I guess we'll [40:51] we'll just continue to track what's [40:53] happening. I'm very curious to see where [40:55] all of this goes and how developers [40:57] around the world feel about these [40:59] changes. So yeah, more soon, I guess. [41:03] But for now, let's move on to a a very [41:07] expensive topic. [41:09] So this is something that Will Jud [41:11] flagged on the site, and I had to check [41:14] it out with my own eyes to see it. And I [41:16] get it, the cost of storage, it's going [41:18] way up. It's pretty crazy at this point, [41:21] but SanDisk is offering these new [41:24] PlayStation 5 officially licensed SSDs. [41:28] So, that means they have a little [41:29] PlayStation logo on them. Just so you [41:31] know, the cost of the 1 TBTE model is [41:34] already, you know, 380 bucks. Uh, that's [41:37] pretty high. 760 for the two TBTE. You [41:40] know, you see that you're like, that's [41:42] expensive, but it's not like out of [41:45] affordability. And then there's this 4 [41:47] TBTE model for 1,500. But the one that [41:50] has us all like kind of staring in awe [41:52] is the $3,000 8 TBTE model. And Oliver, [41:57] why don't you tell us all about how [41:58] you're going to be buying this $3,000 uh [42:01] 8 TBTE model? No, I'm just kidding. What [42:04] would you do? Would you spend three [42:05] grand on this model or would you just [42:07] buy multiple PS5 Pros instead and just [42:09] swap them around? [42:11] >> That Hey, that's a that's a heck of a [42:13] concept there, John. Uh, I I would take [42:16] option C, which is I would maybe buy a [42:20] different 8 TBTE drive because I'm kind [42:22] of shocked by these prices, honestly, [42:25] because like, you know, not that long [42:27] ago in Canada at least, it was possible [42:30] to get an 8 TB drive for like $800 or [42:32] so, $900 maybe. [42:34] >> Um, and even now, I can go on Amazon.ca [42:37] CA right now and buy an 8 TB SSD for [42:40] like 1,700 or $1,800 Canadian dollars, [42:43] >> which would be equivalent to like I [42:44] think 1,400 or 1300 American. Um, when [42:47] you factor in the exchange rate, this is [42:49] more than twice as expensive as that is. [42:51] And not only is this more than twice as [42:54] expensive as the going rate for 8 TB [42:56] SSDs right now, but in the future it [42:59] might be even higher because the $3,000 [43:01] slightly under $3,000 price tag is [43:03] discounted from $3700, [43:07] which is their apparently normal [43:08] recommended retail sale price for these [43:11] devices. So, man, that is a really [43:15] expensive product. Um, I can understand [43:18] paying a bit of a premium for like a [43:19] licensed PS6 PS5 drive, but in this [43:24] case, there's nothing that special that [43:25] you need to use for a PS5 drive. All you [43:28] need is a is an um a PC uh Gen 4 SSD [43:34] with a minimum speed at 5500 megabits [43:37] megabytes per second, although as we've [43:39] seen from Rich's testing, that can be [43:41] considerably below that without not [43:42] actually having any performance penalty. [43:44] And ideally a heat sink, although I'm [43:46] not even sure a heat sink is necessary. [43:48] People have done various tests on it. I [43:50] think a heat sink is more just like [43:51] insurance bit of safety, you know, for [43:54] like a really more or less really [43:55] extended workload. Maybe you'd see some [43:57] performance degradation on on devices [43:59] because there's not enough air flow or [44:00] something going to the uh going to the [44:02] SSD, but in general, it should not be [44:04] that important. Um, and yeah, the specs [44:06] drives are really good, but again, you [44:07] don't need more than about 55 100 [44:11] megabytes per second uh speeds. And this [44:14] goes up to 7200 megabytes per second [44:16] speeds, but even still, I see 7200 [44:18] megabytes per second drives for sale for [44:21] totally reasonable prices relative to [44:23] this. That's not a good excuse either. [44:25] Um, I do wonder if they're just pricing [44:27] this in with, god forbid, the [44:30] expectation of future price rises in [44:32] terms of the components, the market [44:33] price of those components. Uh, that [44:35] might not be too great here. Um, but I [44:39] hope this doesn't pretend really [44:42] negative things for the storage market. [44:43] I hope this is just one uh retailer, one [44:47] uh manufacturer trying to mark things up [44:49] a little bit, make a bit of margin, lean [44:52] into a PlayStation 5 uh branding [44:55] opportunity there and uh kind of gouge [44:58] people a little bit because if this [45:00] indicates the future direction of where [45:02] SSD prices are headed in the next few [45:04] months, that's like extremely negative. [45:06] We're talking about multiple multiples [45:09] above where SSD prices were in the [45:12] before times, which is not that long [45:14] ago. You know, we're talking about 6 [45:16] months ago, 9 months ago, SSD prices [45:18] were pretty good uh relative to where [45:20] they are now. And now they're like a lot [45:23] higher. And it's uh really devastating. [45:25] But like I think that this is hopefully [45:28] not indicative of where things will be. [45:31] And I don't think it's indicative of [45:33] where things are right now. [45:36] Okay, very interesting. Tom, anything to [45:38] add [45:40] >> only that I hope this is just a a crash [45:44] like a phase crash already restore [45:46] balance restore but you know a temporary [45:49] one in terms of the [45:50] >> the longevity of it. Um, it does seem [45:53] quite quite aggressive though and I [45:56] don't think I've seen anything in my, [45:58] you know, in my life uh in this [46:00] industry. I like it, you know, it's it's [46:03] incredible. Three grand for an SSD, but [46:05] a lot of it, as Oliver is saying, does [46:07] seem to be related to that PlayStation [46:10] branding. And, uh, you can do much [46:13] better by looking for just regular [46:15] Samsung branded ones. And, you know, [46:18] that's all you need, SanDisk branded [46:19] ones. But, uh, yeah. Uh probably [46:22] probably go with option B though. Uh if [46:25] that was it, get two three PS5 Pros, [46:28] keep one, toss the other Pros away. Just [46:30] keep the the MVMES. Just take the MVMEs [46:33] out of those, but toss the other two [46:34] Pros and uh yeah, swap them around. [46:38] If only I had that much money. [46:41] >> All All right, then. So that's that's [46:43] not great news, but our next topic, I [46:46] guess it could be considered some good [46:47] news. So, last night it was confirmed [46:50] that out of nowhere, Iron Galaxy is [46:54] porting Call of Duty Black Ops 1 and 2 [46:57] to PlayStation 5. Uh, and it seems to be [47:01] the full suite. All the modes, [47:03] everything seems to be in there. And [47:07] Oliver, I don't know. I mean, these [47:09] these were big games. It almost feels [47:12] like they're pulling the emergency rip [47:14] cord here. like, oh, we got to go back [47:16] to, you know, the games that were super [47:18] popular. This is the Treyarch stuff. [47:20] These first two Black Ops games were [47:22] really wellreceived. I think Black Ops 2 [47:23] was a launch title for the Wii U even, [47:25] which we talked about recently. [47:27] >> Um, but it's interesting because they [47:30] only announced it's coming to [47:31] PlayStation. And I guess when you think [47:33] about it, the reason would come down to [47:35] backwards compatibility, right? On Xbox, [47:39] these games work natively. Well, not [47:41] natively. these games work via, you [47:44] know, the backwards compatibility [47:45] program. So, I don't know. I was kind of [47:49] reminded of that Red Dead Redemption [47:51] situation when that first happened where [47:53] the developer was like, "Hey, you [47:55] already got it on backwards [47:56] compatibility, so why bring it?" And [47:58] then the other users get a direct port. [48:00] But there's a lot of benefits to having [48:02] an actual port. So, I don't know. What [48:03] do you make of this situation knowing [48:05] this? [48:07] >> Yeah. Yeah. It's a a concerning [48:10] situation because I've gone back and I I [48:12] booted up Black Ops 2 on my Xbox Series [48:15] X prior to this call and it is still, [48:18] you know, like a 600p title. [48:21] Yes, it's not an Xenhanced title. And [48:24] when you look at I mean the situation [48:26] with like Red Dead Redemption 2 or [48:28] rather Red Dead Redemption one [48:30] chronologically Red Dead Redemption 2 I [48:32] suppose but you know the game itself Red [48:33] Dead Redemption one um that game was at [48:36] least 4K on Series X and Xbox One X. So [48:40] you look at that title at least relative [48:42] to the initial version of Red Dead [48:44] Redemption for PlayStation that was [48:46] quite competitive with how the game ran [48:48] on PS5 for the most part. part. I mean, [48:50] it did not have FSR upscaling. Did not [48:53] look quite as nice. Um, or I guess it [48:55] wasn't FSR upscaling in that case. It [48:56] was FSR native AA. It didn't look quite [48:59] as nice in terms of aliasing [49:00] presentation, but broadly speaking, you [49:02] know, still 4K visuals, still 30 fps. [49:05] Later, they upgraded the PlayStation 5 [49:07] version to um 60 fps, which did increase [49:10] that golf a little bit more. And of [49:12] course, when they released the game [49:14] again with that new port for all current [49:17] generation platforms, including Switch [49:19] 2, including Series X, that situation [49:21] was rectified. But in this case, it does [49:24] seem like a bit of a raw deal and just [49:26] like a really a bit of a misplaced [49:28] priority to not ship an Xbox version as [49:30] well because I mean, unless the [49:32] PlayStation version is literally just [49:34] like the exact same, you know, I think [49:37] like sub 600p res like miserable [49:40] resolution on PlayStation. I think it [49:42] was like 880 by 720 or something. [49:44] Something really atrocious that right. [49:46] It was it was not very good in those [49:48] titles back in the day. And I would [49:50] certainly hope they would not just try [49:52] to replicate that on hardware as [49:53] powerful as a PlayStation 5. I don't [49:55] think that's necessary. PlayStation 5 [49:56] Pro, god forbid. Um, so I'd hope that [50:00] they would actually ship this version of [50:02] the game across all platforms, but it [50:03] remains to be seen exactly what they're [50:04] going to do with this game. It is a very [50:06] old title. I don't expect any [50:08] significant graphical enhancements [50:10] beyond resolution and possibly frame [50:11] rate, but um yeah, I I really think they [50:15] need to do the do the full monty here [50:17] and ship it on everything. I think they [50:18] need this on why isn't this on Switch 2? [50:21] You know, that's another question. Like [50:22] it's a subtitle thing. What's going on [50:24] here? Because [50:25] >> exactly [50:25] >> Switch 2 should be capable of handling [50:27] this game at, you know, [50:29] >> 60 fps, high resolutions. Like there [50:31] should be no impediment to shipping this [50:33] game across [50:34] >> anything that can hold the charge at [50:36] this point because the game is so old. [50:38] So why aren't they doing it? I just [50:40] don't know. [50:42] >> Tom, what do you think? [50:44] >> Yeah, it is odd because they only [50:46] announced this as a a small tweet and [50:48] then a follow-up tweet to say, you know, [50:51] all modes are included. Zombies, [50:53] multiplayer, campaign, so you're getting [50:56] everything. It's the comprehensive [50:57] package on both games. Yet I if this was [51:00] their moment to really drive home the [51:03] value of this port, they would have [51:05] announced those things. Switch 2, you [51:06] know, they would have announced um you [51:09] know, some sort of resolution upgrade, [51:10] you know, at least, you know, it was [51:12] such a brief line that, you know, [51:15] wouldn't it wouldn't have hurt to at [51:17] least mention some of the uh [51:19] improvements. I find it impossible to [51:21] imagine if you're starting from uh you [51:23] know, a fresh port, I guess. Yeah. So, [51:27] it it's very surprisingly vague is what [51:29] I'd say and that uh they didn't really [51:32] go into any details, but if they've [51:34] revved up Iron Galaxy to [51:37] um be involved with that that game again [51:41] and got them fired up to be make, you [51:43] know, engaging with it. It wouldn't be [51:45] surprising uh to me if they did have [51:47] Switch 2 sort of being prepped for [51:50] something down the line, you know, in [51:51] terms of the return on investment to get [51:53] a whole developer working on this stuff. [51:56] But uh yeah, [51:57] >> indeed indeed. [51:58] >> Who knows? Guess [51:59] >> we'll find out. Might check this out [52:01] when it releases, though. I'll be [52:03] curious to see like what they actually [52:04] do to it. If it's just a resolution [52:06] boost or if they actually do some kind [52:08] of additional enhancements. Guess we'll [52:10] find out soon. All right, though. Couple [52:13] more topics to cover and then we're [52:16] done. So, this next topic actually [52:19] brings us to something that I guess has [52:22] sort of fallen out of fashion and the [52:25] never was really mainstream to begin [52:26] with, but it's VR talk. But, I've been [52:29] kind of wondering, I guess, like what's [52:31] going on in the VR space, especially the [52:34] high-end VR space. So, I was offered an [52:37] opportunity to toy around with a new [52:40] unit from Pimax, relatively new. It's [52:43] their Dream Air headset. This is a very [52:46] expensive headset. It's like two grand [52:48] uh and a little more if you want the [52:50] inside out version with the tracking [52:52] controllers, but you know, this is still [52:56] very popular in the PC VR space, the [53:00] sort of high-end ultra high resolution [53:02] VR headsets, uh designed specifically [53:04] for things like racing, anything with a [53:08] cockpit, stuff like that. Right. I've [53:10] been using the Quest 3 headset as my [53:13] main for a while. I like the wireless [53:15] features. The pancake lenses are good. [53:17] Good optics there. Uh but it's obviously [53:19] held back by the fact that it's using [53:21] LCD screens with very poor black levels. [53:25] And you know, the resolution, while [53:26] still very sharp, it's starting to show [53:28] its age. So these new this new Dream Air [53:32] then is designed to sort of compete I [53:34] guess with what was the big screen VR [53:36] headsets which is they've essentially [53:39] created a very tiny ultra thin headset [53:42] using Sony micro OLED screens um with [53:47] their own pancake lenses uh but in ultra [53:51] high resolution so they call it like an [53:53] 8K headset. So the actual resolution [53:56] then of the screens, it's about 3840 by [54:00] 3552 pixels per eye. So if you combine [54:03] them, then you're looking at essentially [54:05] 27 million pixels or an 8K resolution. [54:10] And the reason that's interesting here [54:12] is that this is the first headset I've [54:14] ever tested where the the pixel density [54:18] is now so high that I can no longer [54:20] perceive pixels at all. It is like I [54:24] guess the retina display equivalent for [54:27] a VR headset. And it's my first time [54:29] experiencing this, right? Cuz up until [54:30] now, even with fairly high resolution [54:32] headsets, you could still see the [54:34] individual pixels, right? It felt like [54:36] you're looking into a grid of pixels, [54:38] which is almost like it's it's it [54:40] improved. It's like the screen door [54:42] effect that you always heard about where [54:43] it feels like you've got a layer of [54:44] pixels on top of what you're looking at. [54:46] But here the resolution is now so high. [54:49] The the resolve on detail is so [54:52] exceptionally sharp that it genuinely [54:55] feels like you're peering through like [54:57] more like a camera lens or like an [54:59] actual lens into the real world. And [55:02] I've never seen anything like this. [55:04] Playing a game like Halflife Alex, when [55:06] you pick up a pistol and you're like [55:08] examining the markings and the details [55:10] on the gun or the russles which have all [55:12] those little chips and everything sort [55:14] of mounted on your hand there, like it [55:17] looks like a real object. Like it's hard [55:21] to explain. I don't know. Can you guys [55:22] picture what I'm talking about here? [55:23] Where it's just like the resolution is [55:25] now so high that it just removes that [55:27] barrier completely. And when you couple [55:30] that with like, you know, the fact that [55:31] these are OLED screens, so the black [55:34] levels are great. They're super bright, [55:36] super clear. Uh it just feels like we're [55:39] reaching like a new level of clarity and [55:41] realism for VR. That was kind of [55:43] exciting. [55:44] >> So, um I don't know. What do you guys [55:46] think of of this like idea conceptually? [55:50] >> And you got me excited to try it. And uh [55:52] it's a fully wired solution as well. So, [55:54] >> currently, yes. [55:56] >> Okay. So latency not a problem, right? [56:00] That's one another one of the barriers I [56:01] guess for VR. [56:02] >> I would say wireless VR is pretty lag [56:04] free. I mean there is some latency but [56:06] it feels good and I'm I'm happy with [56:08] wireless VR. Uh but I must admit going [56:11] back to both wired and then the ultra [56:13] high-risisk screens. Yeah, it does kind [56:16] of highlight a difference where it's [56:18] just it's artifact free, right? [56:21] >> Yeah. No, it sounds uh appetizing. I [56:24] tell you what, maybe I'll pop over to [56:26] your place sometime, give it a try. [56:29] >> It's It's worth looking at. And again, [56:30] this is not this is like the opposite of [56:33] a mass market product, right? This is [56:35] not for the general audience. This is [56:37] strictly a high-end VR solution for a [56:40] very specific audience, but seeing what [56:44] it's able to deliver and a wider FOV to [56:47] boot, by the way, so like you actually [56:49] see more of the image around you. Um, [56:52] it's super super cool and impressive. [56:55] And yeah, I think for cockpit based [56:57] games, that's probably where it really [56:58] shines based on my experience as well. [57:00] There is like even at a normal distance [57:03] when you're sitting like in an F1 car [57:05] cockpit now, you can look at all the [57:06] little dials and bits and bobs in the [57:08] cockpit around you [57:10] >> and everything is completely legible. [57:13] >> Uh, it's honestly nuts to see it. So, [57:17] uh, it also only weighs. It's like 170 [57:20] g. [57:21] It's this very It's so thin and light [57:24] that it doesn't have that like normally [57:26] with a larger headset when you move your [57:28] head, you feel like this delayed weight [57:30] of the headset shifting, right? And [57:32] that's just gone. Like it now feels just [57:34] like a bulky pair of glasses as opposed [57:37] to like a giant headset sticking off [57:40] your face, which again makes like head [57:42] movement feel a lot better because you [57:44] no longer feel that additional weight, [57:46] right? [57:48] So, what games did you try? You've done [57:49] Alex, you've done uh F1. [57:51] >> So, yeah, I did F1 because I had that [57:53] installed. Um, let me actually bring up [57:55] the list of stuff that I was playing [57:57] around with. Of course, I did the [57:58] HalfLife 2 VR mod. Um, I did Grip Combat [58:02] Racing, which made me want to throw up [58:04] because it's like too much. [58:07] Uh, Alien Rogue Incursion VR. That's [58:10] actually interesting. When I first [58:11] loaded that up, I was like, wait, the [58:13] frame rate's not very good here. Like, [58:15] what's going on? And it turned out, I [58:16] guess, with the way Steam VR works and [58:18] like the automatic scaling, it was [58:20] trying to render it at like 16,000 [58:22] by7,000 resolution, so 16K. And it [58:27] worked, but uh it didn't work well. What [58:30] was interesting though is that because [58:32] uh it has the um what is it? The time [58:36] warp stuff, right? Like to sort of [58:38] interpolate frames when your frame [58:40] rate's lower on head movement. uh the [58:42] actual head movement looked completely [58:44] smooth, but when you would move the 3D [58:47] objects like your hands in the world, it [58:49] was extremely choppy because of the [58:51] super high resolution. So, it's funny to [58:54] see that work, but yeah, you're not even [58:56] with the 5090 like 16k super sampling, [59:00] not super doable. Uh, also Riven. [59:04] Riven's a good one. I like the VR in [59:06] Riven. If you guys have checked it out, [59:07] that remake of the game, it just it's [59:10] crazy immersive to be wandering around [59:12] in there and the new contrast and [59:14] brightness of these screens and clarity. [59:15] It's like I could only dream of this [59:17] back in the '9s, being able to [59:19] essentially peer into this world. [59:22] So, it's it's cool. I like to see this. [59:26] I think it's a really neat thing. Um, [59:29] I'm happy to see VR continue to evolve. [59:31] I definitely still prefer wireless to [59:33] wired, but I also understand that you're [59:36] not going to be able to transmit the [59:38] kind of data necessarily over wireless [59:40] at this kind of fidelity right now. [59:42] Necess [59:44] doesn't seem that likely because the [59:46] bandwidth requirements for this is [59:48] pretty nuts. [59:50] So um [59:52] >> that's crazy. What is the interface for [59:54] that to the PC? Is it a USB high [59:56] bandwidth USB? Let me talk about this [59:57] cuz there is a couple little uh [60:00] >> sort of issues and caution flags here. [60:02] First of all, yes, it uses USB cable [60:05] >> and display port together, right? [60:08] >> Uh but when I first installed this, so [60:10] you have to install the PMAX software, [60:13] which is it's improved. I would say it's [60:15] completely fine. It's like the interface [60:17] between the headset and Steam VR. [60:20] Basically, you put the headset on, it [60:21] goes into that software, and you can [60:22] just launch Steam VR from there. It's [60:24] fine. But when I first installed the [60:25] headset, I was not able to get a [60:27] picture. It would not actually power up. [60:29] And it turns out that if your [60:31] motherboard has uh onboard video and you [60:35] do not have that disabled in in the UF [60:37] UEFI, the bias or whatever, it will not [60:40] work. It will not go to the secondary [60:43] graphics card. It will try to use the [60:46] built-on uh built-in video and you won't [60:49] overight [60:50] >> which is super annoying. Uh I searching [60:53] online a lot of users encountered this [60:55] which is how I kind of figured out like [60:56] oh wait that's what's going on here and [60:58] that was what was going on. Once I did [60:59] that it was fine but that did make the [61:02] setup slightly annoying because it it [61:04] didn't really indicate why it wasn't [61:06] working. It just failed the connection [61:09] to display port and yeah so that's a [61:12] little bit of a pain. Uh there's also, [61:15] you know, again, you've got to fiddle [61:16] with the automatic sort of scaling [61:18] features of Steam VR because the [61:21] resolution is so high that by default it [61:24] was often trying to just render stuff at [61:26] like a stupidly high resolution upwards [61:28] of like I said 16K and the performance [61:31] is just not good there. So, uh you've [61:34] got to pay attention to that. But again, [61:36] Steam VR has all these functions within [61:38] it to sort of modify that as you go. So [61:41] you can adjust each game or the overall [61:43] Steam VR experience to whatever [61:45] resolution and performance target you [61:47] desire. [61:49] By the way, headset is 90 Hz native. I [61:52] think you can do 72 Hz as well, but 90 [61:54] Hz is the target, which I think is a [61:56] pretty good uh pretty good middle ground [61:59] here. It's it you get very clean motion [62:01] clarity at 90 Hz, but it's not as [62:04] difficult to drive as something like 120 [62:07] because yeah, you're you know, you're [62:09] rendering at such high resolutions here. [62:11] Essentially 8K all the time that yeah, [62:14] you need it. So, I don't know. Any other [62:17] questions about this? It was just it was [62:19] just kind of a weird thing and it's fun [62:20] to experiment with. [62:23] >> How was your How was performance [62:24] overall? You're driving it with an RTX [62:26] 5090, am I right? And I I feel like [62:28] >> so that's the that's the other thing. [62:30] >> And that's the thing, Tom. Because it's [62:31] such a high-end product and it's very [62:34] much only targeting that sort of user, I [62:37] suspect anyone that's picking up a [62:38] headset like this would also have a [62:40] high-end GPU, right? [62:43] >> Uh so and technically, I mean, you can [62:45] drive this on a lower power card if you [62:49] are willing to drop the resolution, but [62:50] then you lose obviously the big benefits [62:53] of having such high resolution screens. [62:55] Either way, I just got to say like I [62:57] wanted to mention this because it's it's [63:00] cool to see. The only thing still [63:02] missing in VR is like the peripheral [63:04] vision outside of the sweet spot. It's [63:07] still black, right, naturally. And I was [63:10] thinking about that because of the way [63:11] lens optics works. It's a hard problem [63:13] to solve. But what if they like [63:14] installed some sort of like [63:18] lighting system that would sort of like [63:20] match the color that's being displayed, [63:23] you know what I mean? within the lenses [63:25] themselves somehow as like a just a [63:27] peripheral light like even if it's not [63:30] something you can visually focus on [63:32] >> just some [63:32] >> a bit like those Philips Huegh lights [63:35] behind TVs. [63:35] >> Yeah, I was thinking about that. I'm [63:37] wondering how that would actually work [63:38] if it would look good. Uh just some way [63:40] to sort of fill in that peripheral area [63:42] rather than just being black space cuz I [63:44] mean I'm already used to it. I wear [63:45] glasses, right? So the area outside of [63:47] the sweet spot it's blurriier normally [63:49] as expected. Uh, but there is still [63:52] light and stuff happening around there [63:54] as opposed to just pure black. So, so [63:57] even though the FOV is wider, you still [63:59] have that black border problem, which is [64:01] something that nobody's been able to [64:02] solve yet. Uh, but yeah, that's that's [64:05] pretty much that. So, let's uh [64:08] >> How much? [64:09] >> Very very cool. [64:10] >> Oh, I as I said at the beginning, super [64:13] high-end, dude. I mean, I guess it's [64:14] less less than the Apple Vision Pro was. [64:18] >> Less than an eight terab SSD job. [64:21] Yes. Uh I think there's a model that [64:24] uses the Steam uh lighouses that's like [64:28] 17 or 1800 and then there's like the [64:31] 2200ish [64:33] one for which has the inside out [64:35] tracking the slam version as they call [64:37] it which ships with its own controller. [64:40] So it's basically around two grand for [64:43] this. Um, but yeah, it is a niche [64:47] product, right? And it's selling for [64:50] niche prices, though less niche than [64:51] Apple Vision Pro. And it looks a lot [64:54] better than the Vision Pro. The [64:55] screenwise, I'm saying like the [64:57] difference between the Vision Pro and [64:59] this in terms of clarity, it's light [65:02] years better. I feel like this is the [65:05] type of display Apple would have wanted [65:07] in the Vision Pro, but was not able to [65:09] deliver. uh because it really does [65:11] provide that true like real life clarity [65:15] that I think we've been looking for for [65:16] a long time. So yeah, that's where we're [65:20] at. [65:20] >> Amazing. [65:21] >> Anyway, let's move on to the final topic [65:24] here. So, as we've been doing lately, uh [65:28] we've been using the Digital Foundry [65:30] time machine, the website that Will Jud [65:33] built to look back at things that [65:35] happened on Digital Foundry one year, [65:36] five years, and 10 years ago. Uh, one [65:39] year ago, uh, it looks like I posted the [65:42] review for Death Stranding 2, which was [65:44] cool. [65:46] And Alex posted the the DF Retro EX [65:50] video on Doom 93 up through the Dark [65:52] Ages, which was also cool. Uh, lot of [65:56] stuff happening there. Oliver, you did a [65:59] video, it looks like, on Switch 2 [66:02] improvements that were happening at the [66:04] time, such as the Pokemon Scarlet and [66:07] Violent improvements, cuz we were still [66:09] in the Switch 2 era, right? We also [66:11] looked at Mind's Eye last year. My [66:13] goodness. [66:14] >> Oh, yeah. I took that one on. That was [66:16] uh good fun. [66:17] >> The big one for me though is five years [66:19] ago, we released part one of the DF [66:22] Retro episode I did on the launch of [66:24] PlayStation 1, which I look back on [66:26] fondly. It was one of my favorite [66:28] episodes to ever work on. Uh it was Audi [66:31] and I worked hard on that. We spent like [66:33] a full month just like crazy long hours [66:36] putting that like multi-hour thing [66:37] together. But it was just a great time [66:40] revisiting all those different games and [66:42] looking at them in detail. And the [66:44] Japanese launch itself was a lot of fun [66:46] to cover because there's titles in there [66:49] that never came out anywhere else. And [66:51] from a modern perspective, [66:53] very strange or interesting. Like uh [66:57] there was Tama, which is the like the [67:00] mysterious tale of like the little ball. [67:02] It's like a one of those maze games [67:04] where you roll the maze around. You have [67:05] to roll the ball through it. Like that [67:07] was actually a launch title. [67:10] >> Oh my gosh. I don't know. Did Did any of [67:12] you guys ever get a chance to watch that [67:14] episode? I know it was long. [67:16] >> I sure did. I lapped it up. I'm a huge [67:19] Well, that's were you know a huge part [67:20] of my teenage years growing up with the [67:22] original PlayStation and and uh you [67:26] provided an amazing insight into the [67:29] culture and the the atmosphere that [67:32] surrounded uh gaming at that time. you [67:35] know, the wider the wider sense of where [67:37] people were in terms of moving from Sega [67:39] or Nintendo and seeing this newcomer [67:41] enter the space and, you know, the the [67:46] fact that Sony managed to drum up so [67:48] much excitement amongst developers [67:50] through their music roots, like their [67:51] music production roots to get uh some [67:55] amazing ideas, amazing creatives working [67:57] on launch titles. Uh yeah, which I think [68:00] really just defined where PlayStation [68:03] would go on. Um, yeah. So, it's a [68:06] incredible video. I'm now got the uh the [68:08] full marathon up on my browser here. [68:11] It's about 2 hours 46 minutes. [68:13] >> Oh, yes. [68:14] >> of pure PlayStation one goodness. [68:17] >> Indeed. [68:19] >> Must see. Must see if you've not seen it [68:21] already. [68:21] >> Yeah. Yeah, it was like a bunch of [68:22] little mini DFRs in there since we [68:24] looked at every game and there was lots [68:26] of comparisons with them like the four [68:29] fiveway NBA Jam comparison, Rayman, [68:32] stuff like that's in there. All kinds of [68:34] good stuff. So, if you haven't seen it, [68:36] do check it out. Uh although I have to [68:40] look back 10 years ago, Tom, we we were [68:44] cranking stuff out. Uh, it looks like [68:47] you did a video on Breath of the Wild [68:49] for the Wii U, which is fun. [68:53] >> Yep. Yep. That was uh Wii U. Switch [68:57] wasn't out by that point, was it? It was [68:59] the next year that Switch came out. Just [69:01] had the Wii U version. [69:03] Yeah. What a time. And we were all We [69:05] knew something was coming. We knew [69:07] something was coming uh up with [69:08] Nintendo's next machine, [69:10] >> right? No, you're right. I'm looking at [69:11] it now. This is a video that you and I [69:14] both talked about. We were both in this [69:16] video and it was discussing the early [69:18] sort of gameplay footage out of the Wii [69:20] U version. I was at that E3 and they [69:23] obviously the Switch wasn't announced [69:24] yet. So, uh, all the demo stations, [69:27] everything was done on the Wii U. And I [69:30] still think the game really felt like it [69:32] was crafted for the Wii U and like the [69:34] whole like Shikica slate thing like [69:36] what? It's a it's a Wii U gamepad. Come [69:38] on now. [69:40] >> So, [69:41] >> uh, it just [69:42] >> it's interesting. That version is cool [69:44] though. It runs worse than Switch One, [69:46] but it's amazing that a game like that [69:48] could run at all on the Wii U. [69:51] >> Perfectly it perfectly enjoyable as [69:54] well. Like there are some more frame [69:55] rate drops, but uh you could definitely [69:58] have a great time on that. Um I think it [70:01] was the the big request for the [70:03] follow-up like Tears of the Kingdom to [70:05] really show what Switch One could do. [70:07] And um funnily enough, that seemed to [70:10] fall behind people's expectations in [70:12] some performance terms and it became [70:14] clear that Switch 2 was the target as [70:16] well for that one. So [70:17] >> indeed, [70:17] >> and Nintendo loves to do their um two [70:20] console releases like uh just on the the [70:22] precipice, the kind of dividing point [70:24] between two generations. They always [70:25] release a new Zelda every time. [70:28] >> Yeah, that kind of started with the [70:30] GameCube to Wii transition, didn't it? [70:33] >> Yeah. [70:34] >> Yeah. Good times. I guess the last the [70:36] other thing 10 years ago was I took a [70:38] look at Mighty Number Nine on the Wii U. [70:42] >> I don't know if you remember that [70:43] version but [70:44] >> I remember you being so disappointed. [70:45] >> Well, beyond Mighty Number N itself [70:47] falling super short of expectations, and [70:49] that's a whole crazy situation. The Wii [70:52] U version was rotten. It was so bad. It [70:55] performed so poorly. [70:57] >> It's really hilarious to look back at [70:59] that port. I don't know, Oliver, did you [71:02] ever follow any of the Mighty Number N [71:03] stuff? [71:05] Uh, not too closely. Wasn't there like a [71:07] 3DS version as well that got cancelled [71:09] in the mix there? [71:10] >> Oh, there was a 3DS and VA versions [71:12] announced, right? Obviously, they never [71:14] happened. And we always were like, yeah, [71:16] I mean, this is an Unreal Engine 3 game. [71:19] >> Uh, if they're going to bring it to 3DS [71:21] and VA, they basically got to make a new [71:22] game. And they never did. Obviously, [71:27] I don't think it was ever like [71:28] officially cancelled in the fact that [71:31] they said, "Oh, we're not making this [71:32] anymore." more like I think they just [71:33] you know [71:34] >> everybody stopped talking they stopped [71:36] talking about Mighty Number Nine. [71:38] >> Yeah. [71:39] >> Uh for Yeah. What a time. [71:42] >> But that's going to do it. That's the [71:43] end of the show. Um thank you for [71:46] joining me, guys. [71:48] >> Pleasure. Pleasure. [71:49] >> Great to be here. [71:50] >> It's so difficult to follow up the [71:52] amazing Rich Lead Better. So, I tried my [71:54] best, but we got through it. Hopefully, [71:56] it's good enough. Rich will be back in [71:58] the hosting seat next week and we'll [72:00] continue with DF Direct. But thank you [72:02] everyone for making it to the end. Be [72:04] sure to check us out on [72:05] digitalfoundry.net. [72:07] Uh you know, we got that awesome Patreon [72:09] over there. You can come hang out on the [72:11] on the DF Discord and say, "Man, we need [72:14] more Rich hosting." Or also go into the [72:17] great topic about is Richard eating [72:19] dinner, which was blowing up last night. [72:22] So the answer is yes, he was eating [72:24] dinner last night. But that's going to [72:26] do it from us for now. So, thanks for [72:28] watching and we'll see you next time.