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DF Direct Q+A: The Big "Xbox Reset" Memo Discussion - What Happens Next?

Transcribed Jun 13, 2026 Watch on YouTube ↗
Intermediate 12 min read For: Gaming enthusiasts, tech analysts, and industry professionals interested in Xbox strategy and console hardware trends.
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AI Summary

The Digital Foundry team discusses the leaked 'next 100 days Xbox reset' memo from Asha Sharma, detailing Xbox's declining revenues, hardware component cost crisis, and potential layoffs. They analyze the implications for Xbox's future strategy, including exclusivity, hardware partnerships, and the upcoming Helix console.

[01:56]
Xbox Reset Memo Overview

The memo from Asha Sharma and Matt Booty outlines challenges: 3% accountability margins, declining revenues by half a billion dollars over five years despite $20 billion investment, hardware component costs doubling, and hints of layoffs.

[03:47]
Studio System Concerns

Oliver notes the memo discusses expanding the studio system but not adequately funding franchises, suggesting potential cost-cutting, studio closures, and layoffs in the coming months.

[07:14]
Microsoft's Profitability vs. Xbox Division

John argues Xbox is still profitable but held to unrealistic standards by Microsoft's parent company culture, which demands extreme profitability rather than sustainability.

[10:06]
Hardware Component Crisis Blame

John criticizes Microsoft's AI push for inflating component costs, directly impacting Xbox hardware affordability, and notes that a $1000 console is not viable.

[12:10]
Helix Console and Affordability Challenges

Rich and Oliver discuss the next-gen Helix console targeting 2027, facing extreme affordability challenges. Oliver suggests Microsoft may adopt a Windows-like model with third-party hardware partners for lower-end devices.

[18:08]
Price Sensitivity and Market Impact

Rich notes that PS5 price increases led to a 50% sales drop in the UK, indicating a threshold beyond which mainstream users won't pay. John adds that affordability is decreasing across all consoles.

[24:08]
Exclusivity Strategy Shift

Oliver explains that new leadership under Asha Sharma is pivoting back to console exclusives and making Helix a mainstream proposition, moving away from the multiplatform strategy.

[28:44]
Steam Machine Spec Locked

Oliver and John explain that Valve cannot easily upgrade the Steam Machine's specs due to supply chain contracts and engineering commitments; it will launch as designed.

[34:43]
God of War PS6 Theory Debunked

Oliver and John dismiss the theory that the new God of War is a PS6 launch title, stating it's a PS5 game with likely a PS6 enhancement patch later.

[38:43]
CPU Performance Variability

Rich notes that CPU demands vary greatly per game; even a Ryzen 5 5600 can be CPU-limited in some titles. Frame generation helps but adds latency.

[45:17]
Series S as Switch 2 Savior

Oliver confirms that Series S and Switch 2 often share similar compromises (RAM, GPU compute), making Series S a useful reference for Switch 2 ports. DLSS gives Switch 2 an image quality edge.

Xbox faces significant challenges from rising hardware costs and declining revenues, but remains profitable. The shift back to exclusives and efforts to make Helix more affordable may help, but the industry-wide affordability crisis poses a threat to all console makers.

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"The title accurately reflects the main topic: a detailed discussion of the Xbox reset memo and its implications."

Mentioned in this Video

Study Flashcards (10)

What is the 'next 100 days Xbox reset' memo about?

easy Click to reveal answer

A memo from Asha Sharma and Matt Booty outlining Xbox's challenges: declining revenues, hardware cost increases, and potential layoffs.

01:56

By how much have Xbox's year-on-year revenues declined over the last five years?

medium Click to reveal answer

Half a billion dollars.

02:25

What is the '3% accountability margin' mentioned in the memo?

hard Click to reveal answer

It is assumed to be the profit margin of the Xbox division.

02:18

What is the target release window for the next-gen Xbox console (Helix)?

easy Click to reveal answer

Holiday 2027.

02:51

How much has storage cost increased compared to last fall?

medium Click to reveal answer

Doubled.

02:41

What is one reason John attributes to the hardware component cost inflation?

hard Click to reveal answer

Microsoft's push for AI, which has driven up component costs.

10:22

What does Oliver suggest Microsoft might do to make Helix more affordable?

medium Click to reveal answer

Adopt a Windows-like model with third-party hardware partners for lower-end devices.

14:00

What percentage did PS5 sales drop in the UK after a price increase?

easy Click to reveal answer

50%.

18:12

Why can't Valve easily upgrade the Steam Machine's specs?

medium Click to reveal answer

Due to supply chain contracts, engineering commitments, and the need to redo motherboard, cooling, and validation.

30:37

What is the RAM configuration of Xbox Series S and Switch 2?

hard Click to reveal answer

Series S has 10 GB total (8 GB accessible), Switch 2 has 12 GB total (9 GB accessible).

46:32

💡 Key Takeaways

Blame on Microsoft's AI Push

John directly blames Microsoft's AI investments for the hardware cost crisis, calling out the irony of Xbox suffering from its parent company's choices.

10:06

PS5 Price Hike Sales Drop

Rich reveals that a PS5 price increase led to a 50% sales drop in the UK, highlighting the extreme price sensitivity of the console market.

18:08
💡

Strategy Pivot to Exclusives

Oliver explains that new leadership is reversing the multiplatform strategy, signaling a major shift in Xbox's direction.

24:08

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

Xbox Reset Memo: The Harsh Reality

60s

Reveals shocking internal memo details like 3% profit margins and declining revenue, sparking debate on Xbox's future.

▶ Play Clip

Microsoft's AI Causing Console Price Hikes?

60s

Bold claim that Microsoft's AI push is directly inflating hardware costs, a controversial take that will engage tech fans.

▶ Play Clip

Is a $1000 Console Doomed?

60s

Discusses the unaffordability of next-gen consoles, citing PS5 sales drop and questioning the viability of high-priced hardware.

▶ Play Clip

Xbox Exclusives Won't Save Xbox

60s

Expert panel argues that exclusives alone can't fix Xbox's problems, challenging fan hopes and sparking discussion.

▶ Play Clip

Series S Secretly Saved Switch 2?

60s

Interesting theory that Xbox Series S's low-end target made Switch 2 development easier, connecting two rival platforms.

▶ Play Clip

[00:02] Hi everyone and welcome to the latest

[00:04] edition of the DF Direct Q&A show. Lots

[00:06] to get through this week. Lots of

[00:08] questions, lots of answers, but we've

[00:10] got to start off by talking about the um

[00:13] next 100 days Xbox reset memo that Asha

[00:16] Sharma sent to team Xbox employees

[00:19] globally uh yesterday at the time of

[00:21] filming this. Joining me to talk about

[00:22] that and to answer a bunch of questions,

[00:24] John Lenman. Hi.

[00:25] >> Hey, Rich. It's uh lead o'clock

[00:27] according to my phone. Hard to see I

[00:29] guess in this light. There we go. It's 1

[00:31] 1337 o'lock over here in Germany which

[00:34] is a very good time and perfect for

[00:36] talking about all things tech.

[00:38] >> Yeah, absolutely. Uh hello Oliver

[00:41] McKenzie. How are you?

[00:43] >> I'm good. I struggle to understand

[00:45] 24-hour time as a North American, but I

[00:48] think that's uh 137. Is that right,

[00:50] John?

[00:51] >> Yes, correct.

[00:52] >> Yes. Okay.

[00:55] >> Okay, then. Well, as I said, lots to

[00:57] talk about. Um, uh, so let's crack on.

[01:00] But first, this

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[01:56] Right. So, we do have to talk about this

[01:58] next 100 days Xbox reset because after

[02:01] the sugar rush high of the Xbox showcase

[02:04] 2026, we're now sort of brought back to

[02:06] reality with an in-depth uh briefing

[02:09] from Asha Sharma and Matt Booty about

[02:11] the challenges facing the Xbox business.

[02:14] And there's some good stuff in there,

[02:16] but there's also a bunch of stuff that's

[02:18] very, very worrying. 3% accountability

[02:20] margins, which I assume is a profit

[02:22] margin. uh year-on-year revenues over

[02:25] the last five years declining um by half

[02:29] a billion dollars despite a $20 billion

[02:32] investment not including Activision

[02:34] Blizzard King. Um the hardware component

[02:37] crisis uh storage has doubled uh

[02:41] compared to what was paid last fall or

[02:44] autumn as we call it in the UK. those

[02:47] costs have doubled again and they're

[02:49] expecting another significant increase

[02:51] as they're planning for the holiday 2027

[02:54] season. Uh interesting wording there. Um

[02:57] memory costs following a similar

[02:59] trajectory they say. Um there seem to be

[03:01] concerns about the nature of the studio

[03:03] system and there's the hint of layoffs

[03:06] to come which is which is not great.

[03:08] Platform infrastructure not built for

[03:10] the battle ahead. They say our systems

[03:13] are overly complex. Um becoming too

[03:16] reliant on vendors to operate our

[03:18] systems and we must become self-reliant.

[03:21] Um yes, crazy stuff in there. Um Oliver,

[03:26] where do you want to start with this?

[03:27] Because it's um obvious that something

[03:31] has got to change, but at the same time

[03:33] um w they've kind of got to invest at

[03:37] this point to to make things better. And

[03:39] I'm not sure of the extent to which uh

[03:42] losing a ton of personnel making cuts is

[03:45] part of that voyage.

[03:47] >> Yeah. I mean at the moment it's not

[03:49] totally clear exactly what they mean by

[03:52] this kind of statement because they

[03:53] basically go through um in terms of the

[03:56] studio system. They talk about expanding

[03:58] their studio system when they needed a

[04:00] large pipeline of content and they're,

[04:03] you know, fortunate stewards of many

[04:04] industry leading leading franchises, but

[04:07] they have not adequately funded them in

[04:08] some instances. And they're also saying,

[04:11] well, we need to balance the priority

[04:13] between our like top tier titles that

[04:15] are going to make a lot of money for us,

[04:17] the exclusives hopefully, and their

[04:19] investment priorities for the next 5

[04:20] years, which suggests doesn't say, but

[04:24] suggests, hey, maybe there's some cost

[04:26] cutting on the books to come. And some

[04:28] reporting from, you know, high-quality

[04:31] journalists out there like Tom Warren

[04:34] has suggested that uh there is

[04:36] potentially some cost cutting to come in

[04:38] the form of studio closures, layoffs,

[04:40] things like that in the next month or

[04:42] two. Um which is very ominous and a

[04:46] concern because obviously Microsoft has

[04:48] staffed up hugely to build out this

[04:50] portfolio of studios and they are in a

[04:53] position where maybe some of those bits

[04:54] are paying off, some aren't. And in this

[04:56] industry also you have to consider like

[04:58] some studios that might have recently

[05:00] delivered product might not be on track

[05:02] to deliver a new game for five or six

[05:03] years. That's also a concern because

[05:05] games take so long to develop and so

[05:07] much time and money to develop. But that

[05:09] is something that doesn't not

[05:10] necessarily look that good in a balance

[05:12] sheet in the near term. An uncertain bet

[05:14] to pay off in half a decade. Who knows

[05:16] what the world looks like in half a

[05:17] decade. Who knows what that bet looks

[05:19] like in half a decade. Perhaps they make

[05:20] some choices on that basis. But yeah, it

[05:23] overall it strikes a little bit of a

[05:24] somber and concerning tone because they

[05:27] are talking about, you know, hey, Xbox

[05:29] Game Showcase was great and our fans and

[05:31] creators are are more excited than ever

[05:33] and we brought back uh Game Pass to a

[05:36] more reasonable price point and lots of

[05:38] positive points in the mix there. But

[05:40] then they're also talking about, hey,

[05:41] listen, uh hardware prices are like

[05:43] doubling every like 3 months. You know,

[05:46] that's not promising. And then they're

[05:48] talking about maybe launching a console.

[05:50] They specifically mentioned the 2027

[05:52] holiday season and being in a position

[05:54] where they're in a bit of a pickle and

[05:56] they need to find some kind of new

[05:57] hardware arrangement to make that work

[05:59] because they're already launching a

[06:01] high-end console. They're going to need

[06:02] to find a way to bring that console

[06:04] experience to as many gamers as

[06:06] possible. They have a number of ways to

[06:08] get there, but that's certainly a

[06:09] concern as well. So yeah, overall I

[06:12] think this statement is

[06:14] hinting and pushing and certainly some

[06:17] of the third party reporting has

[06:19] basically gone as far as to as to

[06:21] confirm they're going in the direction

[06:23] of layoffs. Exactly what that looks

[06:25] like, what studios will be impacted, you

[06:28] never know. And often times this is

[06:30] dictated a lot by the internal economics

[06:31] of what teams have shipped, are close to

[06:34] shipping, what could we cut, and also

[06:37] what do investors think. I think that's

[06:39] probably the thinking that they're going

[06:40] through at the moment. And I would be

[06:42] really curious to see what kind of

[06:43] studios might be impacted. But it it

[06:45] does seem unfortunate at this point to

[06:47] be kind of an inevitability as as kind

[06:50] of cruel as that is to developers to

[06:52] have to face something that basically

[06:54] says, "Well, you're going to be laid

[06:56] off, but keep on working, but you won't

[06:58] know when you're being laid off or when

[07:00] people may be laid off and your whole

[07:01] studio might be closed." That kind of

[07:03] attitude towards developers is probably

[07:06] not helpful. Also, I kind of wonder if a

[07:07] statement like this might do a little

[07:08] bit more harm than good. Kind of leading

[07:10] a pal over over everything for for some

[07:13] time now.

[07:14] >> Mhm. John, we got this really crazy

[07:16] situation here where on the one hand,

[07:17] Microsoft is uh you know, running

[07:19] FanFest, you know, making inroads into

[07:22] trying to reconnect with the community.

[07:24] Um trying to sort of um build bridges

[07:27] there and at the same time we have this

[07:29] harsh reminder that it is a part of

[07:32] Microsoft seemingly has to pay its way.

[07:35] Microsoft is making gigantic amounts of

[07:38] money hand over fist. I think you

[07:40] pointed out earlier Xbox is still

[07:42] profitable, but the the line is going

[07:45] down and that seems to be uh

[07:49] a potential justification for harsh

[07:52] realities to come.

[07:54] What what what do you think they're

[07:56] going to do? Well, I suspect they're

[07:58] going to do kind of what they're laying

[08:00] out here and based on the rumors of

[08:03] potential layoffs, we're going to see

[08:04] that as well. And I'm disappointed to

[08:07] hear that because fundamentally, as I

[08:09] pointed out, Xbox has a business seems

[08:13] to be well, they've struggled, right?

[08:15] And they are ear, you know, earning less

[08:18] per year than they were previously. The

[08:20] line is not going up, it's going down,

[08:23] but they remain profitable all the same,

[08:25] right? And Microsoft is breaking

[08:27] records. They are insanely profitable.

[08:30] 200 plus billion dollars in in revenue

[08:33] uh in the last 12 months. It's clearly

[08:37] not an issue of sustainability because

[08:39] the company is is doing extremely well.

[08:42] Instead, it feels like the Xbox division

[08:44] is simply being held to the typical fire

[08:47] you see from these large western

[08:48] companies where uh being profitable is

[08:51] not enough. You must be extremely

[08:53] profitable, right? So, I guess most of

[08:56] my frustrations here lie more with

[08:58] Microsoft as a parent company and larger

[09:01] tech company culture, especially those

[09:04] in the US, than anything else, right?

[09:07] Because I feel like if Xbox were to

[09:09] continue on down this new trajectory

[09:12] with the plans that Asha set up without

[09:14] resorting to additional layoffs and

[09:16] studio closures, they actually could

[09:19] continue to course correct and in time

[09:23] return towards an increase in

[09:25] profitability. The line should be able

[09:27] to go up once again. Uh and it's never

[09:30] fallen into the red either. So there was

[09:32] no danger of that there, at least not

[09:34] yet, especially now that they are making

[09:35] these adjustments. So I don't like this

[09:38] idea of any of these large companies

[09:41] making this choice to

[09:43] lay off additional employees in this

[09:45] economy. Things are extremely dire right

[09:47] now and we do not need more of this. It

[09:49] doesn't matter whether it's Xbox, Sony,

[09:52] whatever. Like all these companies,

[09:54] >> the layoffs, it needs to stop at some

[09:56] point. people are not going to be able

[09:57] to even spend the money necessary to

[10:00] participate in these ecosystems that

[10:03] they want to build. And that extends to

[10:05] these complaints over the hardware

[10:06] component crisis. Uh this is where you

[10:09] want to post the Tim Robinson meme in

[10:11] the hot dog suit, right? Like who's at

[10:13] fault here? Guess what? Microsoft, the

[10:16] corporation, played a huge role in this

[10:19] inflation in component costs. Their push

[10:22] for AI is directly connected to this. So

[10:26] yeah, Xbox as a hardware division has to

[10:28] deal with this, but this is their own

[10:30] fault. This is Microsoft's fault. This

[10:32] is OpenAI's fault. All these other I

[10:36] almost said stupid companies, but uh I'm

[10:38] very frustrated with the state of of AI

[10:40] and tech centers and and everything that

[10:43] this is uh and everything that this is

[10:46] doing to our beloved industry, right?

[10:49] And this creates this problem where

[10:51] there's more layoffs, fewer people have

[10:53] have jobs, less money, cost of goods is

[10:56] going through the roof. Nobody's able to

[10:58] afford this stuff. I don't even know how

[11:01] how you proceed at this point. They're

[11:03] talking about launching this new machine

[11:05] with these high component costs, and

[11:06] it's going to be a very challenging

[11:08] thing at this point because, you know, a

[11:11] $1,000 box just isn't going to cut it in

[11:13] this day and age. I think Sony's finding

[11:15] out the hard way now. They've increased

[11:17] the PS5 price once again, sales have

[11:19] started to fall and I think that will

[11:21] continue. And

[11:23] >> Mhm.

[11:24] >> I I all of the plans that they've made

[11:26] that Xbox has made, Sony's making for

[11:28] the future, this is all based on a

[11:31] reality that didn't exist when R&D began

[11:34] because these consoles take so much

[11:36] time. uh the component crisis wasn't

[11:38] necessarily part of that or if it was it

[11:41] was a different level of component

[11:43] crisis but costs are really reaching a

[11:46] dangerous point. So I think that they

[11:49] are making some good moves as far as

[11:51] Xbox is concerned but some of the the

[11:54] bad moves that they have to make feel

[11:56] like it's born out of just being a part

[11:58] of a company like Microsoft and this

[12:00] like unwillingness to have a vision for

[12:02] the long term that tech companies seem

[12:05] to suffer from. It's all about the next

[12:07] quarter rather than the next 10 years.

[12:10] >> Yeah, absolutely. Um I mean the name of

[12:12] the memo is the next 100 days, the Xbox

[12:15] reset, and they're talking about how

[12:16] they've had declining revenues over the

[12:18] last 5 years. And uh what I take to mean

[12:21] from that which I kind of find

[12:23] surprising is that obviously their move

[12:25] into multiplatform publishing uh you

[12:28] would think they made a lot of money

[12:29] there. You know, particularly when the

[12:31] likes of Forts Horizon 5 are selling

[12:33] like 5 million units on PlayStation 5,

[12:35] but it doesn't seem to be enough. And

[12:37] maybe this is part of why they've

[12:38] decided to refocus

[12:40] um on stuff like exclusives. you know,

[12:43] the whole um uh uh it does look I mean

[12:46] they're talking about planning for the

[12:47] 2027 holiday season. AMD in the past has

[12:50] talked about being ready for that 2027

[12:53] date for the next generation console. So

[12:57] Oliver, it looks like based on what

[12:59] we're inferring here from point number

[13:01] three in the memo is that it does look

[13:03] like Helix is going to be arriving next

[13:05] year. Um and it faces extreme challenges

[13:08] from an affordability perspective. Um,

[13:11] so there's stuff here about um new

[13:15] business models and partnerships for

[13:17] hardware and I'm curious what's that

[13:20] what that is going to take. I mean uh

[13:21] something I've suggested in the past is

[13:23] um something that actually Microsoft has

[13:25] done in the past and might still be

[13:26] doing it for all I know Xbox all access

[13:29] where you pay for game pass and you pay

[13:31] more because you're basically um buying

[13:35] higher purchase so to speak of a console

[13:37] at the same time. partnerships for

[13:40] hardware. That's quite interesting as

[13:42] well, though. It kind of suggests that

[13:44] um the rumors of Helix being um

[13:48] something that other people could

[13:50] create, possibly the likes of Asus or

[13:52] whatever, may well be a thing.

[13:56] >> Yeah, it certainly does suggest that. I

[13:58] would kind of think that maybe Microsoft

[14:00] would pursue something like the strategy

[14:02] that they do with Windows computers,

[14:04] albeit with a little bit different

[14:05] proportions because obviously Microsoft

[14:08] makes Windows computers. They make

[14:10] Surface devices. They sell lots of

[14:12] Surface devices, I'm told, and that is

[14:14] part of their strategy. and may also go

[14:16] to third parties to deliver, you know,

[14:18] maybe the bulk of the units to the

[14:20] market, specifically units that are

[14:21] intended more for uh mid-range or

[14:24] low-end um low-end consumers, low-end

[14:27] platforms. Uh they do partner with third

[14:30] parties. So maybe they could adopt the

[14:31] same strategy when it comes to Xbox and

[14:34] ship their Helix device, their Magnus

[14:36] based device, but also rely on third

[14:38] parties to deliver lower-end devices to

[14:40] wider swaps of the market, have more,

[14:42] you know, distribution and retail

[14:44] channels, things like that possibly. I

[14:46] mean, that's one one way they could go.

[14:48] Um, and they could launch lower-end

[14:49] devices because obviously Helix itself

[14:51] uh Magnus at least is a chiplet based

[14:54] design. So you can imagine combining

[14:55] that CPU IP with lower-end GPU IP like

[14:59] different blocks, different chips,

[15:01] different different chiplets to make a

[15:03] lower-end device or a different CPU

[15:05] block altogether. Who knows exactly how

[15:07] that will go, but I think that's

[15:09] probably something that AMD could

[15:10] deliver for Microsoft if they wanted to

[15:12] do so. Um, there are other routes they

[15:14] could go though, like obviously you

[15:15] suggested a some kind of like

[15:17] subscription model that's popular

[15:19] historically in the cell phone space,

[15:21] although I think in North America and

[15:23] Canada, we don't really do that anymore.

[15:24] I don't know about other areas of the

[15:25] world, but like it used to be very

[15:27] common to get a phone in a 24-month or

[15:29] 36-month contract. That would include

[15:31] basically the purchase price of the

[15:33] phone, possibly subsidized in there, as

[15:35] well as the price of the cellular

[15:38] subscription and maybe some associated

[15:40] services as well. So that's one way they

[15:42] could go with things. Another way they

[15:44] could go with things is just just to

[15:45] leverage the cloud. Now that's one

[15:48] possibility, but in my own personal

[15:50] experience, Excloud is not that good at

[15:52] the moment. Like I was just using, you

[15:54] know, on my iPad the other day and it

[15:56] had some obvious frame rate presentation

[15:58] problems, some frame frame rate

[15:59] inconsistency problems, frame

[16:01] presentation inconsistency problems.

[16:03] They make games look very awkward and

[16:05] not very pleasing to the eye. So um

[16:08] certainly like I think all the console

[16:10] vendors and their cloud delivery

[16:12] services need some improvement but

[16:14] Microsoft's uh perhaps is not strong

[16:17] enough to be a major pillar of their

[16:19] business I would suspect although who

[16:21] knows what their data looks like in

[16:22] terms of usage but I I think real

[16:24] hardware is still an important still an

[16:26] important element of this uh of this

[16:28] whole business. So yeah there are

[16:29] multiple avenues they could go down. I'm

[16:31] not convinced any one of them is

[16:33] particularly good and they're all going

[16:35] down them because of the high price of

[16:37] hardware which is going to affect even

[16:38] their kind of lower-end devices. Right?

[16:40] You're not going to get like a series

[16:42] like device I would suspect for $300

[16:44] American it's going to be more like $600

[16:46] American I would I would think at the

[16:47] very low end of of things. So yeah it's

[16:50] not a very good position for Microsoft

[16:52] at the moment but these are pressures

[16:54] that all console vendors are facing.

[16:56] >> Mhm. Yeah. I mean, when you first launch

[16:59] a console, it is the core users, the

[17:01] core enthusiasts who buy it, and they do

[17:03] tend to be able to to pay more money.

[17:06] The question of $1,000 for a Helix

[17:09] console, somewhat different, though.

[17:12] And um, you know, based on the prices

[17:15] we've seen of current gen, I don't think

[17:16] that's completely out of the question.

[17:18] There was an interesting point made by

[17:19] the forks Kerry there talking about how

[17:22] from a value perspective viewed through

[17:24] the lens of PC purchase uh Helix could

[17:27] actually be very very um uh valuific

[17:38] gamers there. I am curious as to whether

[17:40] they will make a lower spec device um

[17:42] and that chiplet um design that you've

[17:45] pointed out there in theory they could

[17:47] produce one with you know lower memory

[17:49] lower capabilities

[17:52] then you need to ask the question why

[17:53] don't we just stick with the hardware

[17:55] that we have uh because it it's you know

[17:58] it's certainly decent enough but you

[18:00] know it the new stuff is going to be

[18:02] doing some very interesting uh stuff

[18:04] with machine learning that kind of thing

[18:07] um John it's not a great place is it? I

[18:09] mean, we've seen in the UK v ver

[18:12] verified data that since Sony increased

[18:14] its prices um on PlayStation 5, the

[18:17] amount of units sold through has dropped

[18:19] by 50%.

[18:21] >> There is clearly a threshold where

[18:23] people are just not going, you know,

[18:24] where a more mainstream user, I would

[18:26] say, is not going to be paying a huge

[18:28] amount of money for a games console.

[18:31] Yeah, this is an interesting this kind

[18:33] of ties into what I mentioned earlier

[18:34] with the increase in layoffs everywhere

[18:37] is like the affordability is decreasing

[18:39] on all new consoles at this point. Um, I

[18:43] don't think this is this is good for the

[18:46] industry at all at the moment and I

[18:49] wouldn't be surprised if we see people

[18:50] start to move back towards older

[18:52] platforms at some point or just stick

[18:55] with what they already have. So, I don't

[18:58] know. I feel like right now launching

[19:00] any new machine is going to be extremely

[19:03] challenging to the point where I'm not

[19:05] sure it's a good idea. I I really don't

[19:08] know where we go from here, right? Like,

[19:11] >> well, it's going to depend on how

[19:13] innovative, as they say, um their

[19:16] approach to actually being able to sell

[19:17] this thing is. I think it's basically a

[19:19] a confirmed thing that's happening right

[19:21] now. That's what kind of what they're

[19:23] suggesting here. They've just got to

[19:24] come up with the means by which it

[19:26] actually is enticing to users.

[19:28] Otherwise, the whole enterprise fails,

[19:30] right?

[19:30] >> Yeah. But they're going to have to find

[19:31] a way to get that price in check, right?

[19:34] Like, no, there's no way to there's no

[19:38] way to slice this. A $1,000 box is not

[19:40] going to sell well enough to support a

[19:42] whole ecosystem. So, as she kind of

[19:44] noted in interviews, they're going to

[19:45] have to find some interesting ways to be

[19:48] able to financially make this work. I

[19:51] don't know what that will look like. Um,

[19:53] I hope they can find a way to do it and

[19:56] I really hope they have some interesting

[19:57] ideas for how to market this because the

[20:01] only hope I would say I have with this

[20:03] kind of device is that uh phone prices

[20:06] continue to sit in that range and higher

[20:09] and people are much more willing to

[20:11] upgrade them. So, if they could find a

[20:13] way to make it a more multi-purpose box,

[20:16] which is what we believe they are doing,

[20:18] and then sell it in a way that's

[20:20] compelling enough, uh, it could solve

[20:23] problems that people have that might

[20:25] make them more willing to shell out. I

[20:27] don't think it's like mass market

[20:29] sellout necessarily, but it could

[20:31] definitely make it more palatable, but I

[20:33] do think they're going to have to find

[20:34] some other ways to make this like more

[20:37] affordable, including I think we talked

[20:38] about subsidizing it via something like

[20:41] Game Pass or some other kind of method

[20:44] for getting the immediate cost down to a

[20:47] reasonable level. And I think at this

[20:49] point, Microsoft's the only one that

[20:51] really maybe conceivably should be

[20:54] launching a new platform. It feels like

[20:57] like I think a PS6 right now would just

[20:59] be a stupid thing to launch. There's too

[21:01] many units out there of PS5 and it's

[21:04] going to cost an obscene amount of money

[21:05] and I don't think they're going to

[21:06] change anything significant about it. Uh

[21:09] Nintendo just launched the Switch too

[21:11] and it's already creating issues for

[21:12] them in terms of component costs. So,

[21:15] they're going to be sticking with that

[21:16] for a while. But the Xbox Series

[21:18] consoles, uh they've sold enough but not

[21:21] as not nearly to the same level as the

[21:23] competition. Um, but they also have the

[21:26] PC as like a main platform. So, I man,

[21:30] this is this has got to be a very

[21:31] difficult problem to solve. But then

[21:34] again, like I said, they're still Xbox

[21:36] is profitable, man. They're still

[21:37] profitable. They're still releasing tons

[21:40] of games. They have so many developers.

[21:43] Like, I don't see the doom and gloom

[21:45] around any of this stuff. I still feel

[21:47] like Xbox is perfectly strong as its own

[21:49] thing. even if it doesn't take over the

[21:52] business, I I feel like it should be

[21:55] okay to make, you know, good money, if

[21:58] not the most money, right? And I hope

[22:01] that that is able to continue.

[22:06] I read a a story actually about how um

[22:08] AMD's David McAfee, he's basically the

[22:11] guy in charge of Ryzen and and Radeon,

[22:14] um expecting or hoping,

[22:17] I guess he probably would have some

[22:18] better idea than most of us. Uh he's

[22:21] expecting DDR5 RAM prices to recover

[22:24] slowly. Um maybe a couple more years

[22:27] until it's kind of back to where it

[22:28] should be. So maybe there is a kind of

[22:30] short-term pain window for launching in

[22:32] 2027 if things are likely to stabilize

[22:35] in 2028. I don't know. Um but but let's

[22:38] move the discussion on take some

[22:40] supporter questions here because the

[22:41] concept of exclusivity has certainly

[22:43] been uh a hot topic. Um Scud asks, "On

[22:46] the topic of Xbox exclusives, I'm

[22:48] generally in favor of everyone getting

[22:50] to play everything. I don't really care

[22:51] about console loyalty, console wars, but

[22:54] when they said Gears of War eay was

[22:55] going to be an exclusive, it made me

[22:57] happy. I own an Xbox regardless of the

[22:59] impact on sales. I think they're

[23:01] literally just trying to make people

[23:02] happy that they bought in. So, job well

[23:04] done because it worked on me. Do you

[23:05] think that's the main strategy here? Uh,

[23:08] I think so. And based on what we're

[23:10] seeing on those numbers, um, you know,

[23:12] clearly the exclusivity gambit hasn't

[23:14] really changed the direction of travel

[23:17] for them. But moving on, teasing

[23:19] hilarity says, "And hello again, fine

[23:21] gentleman of the foundry. Do you think

[23:22] the return of Xbox exclusives will be

[23:25] enough to save Xbox, especially when at

[23:27] least some of them will also be on PC?

[23:29] Pretty much all of them, isn't it? I can

[23:31] see a lot of people being upset after

[23:33] being upset rather than psyched for

[23:35] Xbox. Archon 2825, dear valued

[23:39] Foundryman with Microsoft pivoting back

[23:41] to console exclusives. How does that fit

[23:43] into their overall strategy? On one

[23:45] hand, they want to be the world's

[23:46] leading publisher. On the other hand,

[23:47] from what we know, they seem to be

[23:49] targeting a niche hard hardware platform

[23:51] with Elix. Even if it's a phenomenal

[23:53] device, it won't be a traditional

[23:55] console with tens of millions of units

[23:56] sold. Given how expensive AAA game

[23:59] development is today, don't they need a

[24:01] massive install base to sustain this?

[24:03] Thanks for your insights and keep up the

[24:05] great work. Uh, exclamation point. Um

[24:08] Oliver, the the last point in

[24:10] particular, I mean if you are making a

[24:12] high-end device like Magnus Helix, it's

[24:16] it is kind of going to be um a lower

[24:20] volume device and that doesn't seem to

[24:23] be compatible with this concept of

[24:24] console exclusives. Um how do you square

[24:27] that circle? Well, I would square the

[24:30] circle by saying that it seems like

[24:32] there were a lot of decisions that were

[24:33] made by prior leadership that seem to be

[24:35] pushing in the direction of a fully

[24:36] multiplatform Microsoft shipping low

[24:39] volume high-end console hardware as kind

[24:42] of a concession almost to existing uh

[24:44] Xbox fans that was designed to be

[24:47] high-end that was designed to showcase

[24:48] kind of a premium Windows AMD experience

[24:51] but was not designed to hit a mass

[24:52] market price point or saturate the

[24:55] channels with tens of millions of units.

[24:57] Asharma has come in and seems to have a

[25:00] different perception of that to the

[25:02] extent that there was like a low-end

[25:03] Xbox Helix device in development. I'm

[25:06] sure there was some kind of low-end

[25:08] experience being offered at least, but

[25:09] perhaps it wasn't a high priority.

[25:11] They've made it a high priority is my

[25:12] reading. And they're trying to make

[25:14] Helix a mainstream proposition very

[25:16] quickly. Um that's whether that's

[25:18] through chasing uh a larger audience

[25:20] with lower spec devices or through

[25:22] subscriptions or through cloud or

[25:23] whatever. not quite sure, but they're

[25:25] trying to make that experience

[25:26] accessible to a lot more users. And part

[25:29] of that uh lies in kind of enabling this

[25:32] whole exclusive concept where they can

[25:34] have exclusive games. They don't need to

[25:36] ship everything on PlayStation. And

[25:37] indeed, they're backing away from making

[25:40] everything available on PlayStation, not

[25:41] just day and date, but kind of for

[25:44] eternity as far as we know with some of

[25:46] these games. So, I think that's

[25:48] basically the answer is there's been a

[25:50] change in the strategy and I think

[25:51] they're trying to ship trying to turn

[25:53] what Helix was into something more

[25:56] consolelike and more console priced. Uh

[26:00] whether that works or not, I'm not

[26:02] totally sure. It does seem like these

[26:04] changes in direction of Microsoft, you

[26:05] know, you don't really see major changes

[26:08] in direction from like Sony or Nintendo.

[26:11] They kind of just ship good consoles

[26:13] every six, eight years, whatever, and it

[26:18] works out well for them, and they ship a

[26:19] wide variety of high quality first-party

[26:21] software. Microsoft is the odd one out,

[26:23] kind of making changes, making huge

[26:26] deviations from the business model every

[26:28] generation, and it's not working out so

[26:30] well for them. And Asha seems to be

[26:32] saying, well, let's go towards a more

[26:33] traditional model.

[26:36] >> Right. Okay.

[26:38] We're talking about pretty much a big

[26:39] reset there, which is what they've

[26:41] titled the memo there, John.

[26:44] >> I mean, yeah, I guess it's

[26:47] I I don't know how how many more times

[26:48] to go around in circles on this, but

[26:50] like everything points to them that it's

[26:53] still a division that makes money and

[26:55] produces good stuff. And

[26:59] I guess they're making moves here to

[27:01] sort of regain some of the hardcore

[27:03] fans. And if they can balance that while

[27:07] still making money, I guess. I mean, I I

[27:10] don't know what else to say about this.

[27:12] It's really kind of a wait and see

[27:13] approach. I don't feel like things are

[27:15] as dire as they've been painted out to

[27:17] be is what I'm is my point. Right.

[27:20] >> Like everybody acts like, "Oh, it's the

[27:21] end of Xbox." It was never the end of

[27:23] Xbox.

[27:25] >> Like there was no evidence of that. Like

[27:27] them changing the way they release games

[27:29] doesn't matter. They're still a giant

[27:31] publisher producing a ton of great

[27:33] stuff.

[27:34] Um so they're just going to do slightly

[27:38] differently. Now

[27:40] >> I think um the thing is that we've kind

[27:43] of gone to a multiplatform strategy

[27:45] which um according to the numbers

[27:46] according to this memo didn't work and

[27:48] but that was instigated off the back of

[27:51] a um a console ccentric focus which um

[27:56] Microsoft the parent company was

[27:57] seemingly not happy about which brought

[27:59] about the multiplatform uh pivot in the

[28:01] first place. So, and at the same time,

[28:04] we've still got this stated aim of them

[28:06] wanting to be the number one

[28:07] entertainment company. Although, um they

[28:09] describe themselves as number two, but

[28:11] who is number one? That's that doesn't

[28:13] seem to be, you know, what is the metric

[28:15] for what for being the most successful

[28:17] entertainment company? Do you include TV

[28:19] in that? Do you include, you know,

[28:21] Disney, etc.? Is it Tensson who's number

[28:24] one? I'm not quite sure what's what's

[28:25] what the situation is there. Um, I

[28:29] guess, you know, at the moment it's kind

[28:31] of like we we're just starting to see an

[28:32] insight into what's going to be

[28:34] happening at Microsoft and um, uh, I I

[28:37] guess there must be a plan. It doesn't

[28:39] seem to be immediately obvious to me how

[28:41] they're going to do it, but there it is.

[28:44] I think we should move on. Okay, we got

[28:46] this question here from NG. Hello,

[28:49] Foundry Lads. Exclamation point.

[28:50] Longtime Patreon, first time poster

[28:52] here. My question is fairly

[28:54] straightforward. Given that Valve won't

[28:55] be able to sell the machine at um the

[28:57] Steam machine at the price point they

[28:59] originally had in mind, what's stopping

[29:01] them aside from the sunk cost in the

[29:03] design current design from saying sold

[29:04] it. It's going to be expensive due to

[29:06] memory costs. We might as well release a

[29:08] slightly pricier but significantly more

[29:10] powerful version. I'm thinking along the

[29:12] lines of a full Zen 4/5 plus RDNA4

[29:16] pairing instead of the quote unquote cut

[29:18] down versions they currently plan.

[29:20] Cheers. Exclamation point. I mean, on

[29:22] the face of it, that seems to be like an

[29:24] entirely sensible approach in in many

[29:27] respects, right? Um, but I think that

[29:29] the bottom line is that um uh first of

[29:32] all, any kind of increase to an already

[29:34] expensive console um or or or PC is

[29:38] going to be felt. Secondly, I think the

[29:40] the broader point here is that the

[29:43] hardware specification when you're

[29:45] making a device like this, you know,

[29:46] you've got to set up the supply chains,

[29:48] you've got to sign the contracts. It's

[29:51] it's a lock. You can't really go back to

[29:53] say, you know, AMD and say, "Hey, those

[29:55] um hundreds of thousands of components

[29:58] that we've ordered, they're not quite

[30:00] good enough. Can you give us some better

[30:02] ones?" That's not really the way things

[30:04] work in um in the way consumer

[30:06] electronics are made. So, bets were made

[30:09] at a certain point where they thought

[30:11] presumably that they could produce a

[30:13] very affordable machine. And if you

[30:15] consider the makeup of the machine, it

[30:16] is, you know, it it strikes um the sweet

[30:19] spot in terms of where Valve sees its

[30:22] audience, you know, looking at the Steam

[30:24] hardware survey. Um but the concept of

[30:27] going back and you know, swapping out

[30:29] components,

[30:31] easy in theory, very very difficult in

[30:34] practice. Uh do you agree with that,

[30:36] Oliver?

[30:37] >> I do. I do. I mean, they just have so

[30:40] many commitments, I'm sure, in terms of

[30:42] supply, terms of contracts that are

[30:44] drafted with AMD for specific

[30:46] components, things like that. Um, and

[30:49] device engineering is just really

[30:50] prohibitive because you have have to

[30:52] like redo the motherboard, the power

[30:54] delivery, the cooling, the acoustics

[30:57] drivers possibly, um, even things like

[31:00] HDMI behavior, things like uh,

[31:02] validation

[31:04] uh, across a wide range of games, right?

[31:07] QA across the whole Steam library of

[31:09] titles. There are so many concerns here

[31:12] um just on that end and then on the

[31:13] other end you have cost which is like

[31:15] you know if the key concern is RAM and

[31:17] storage than a higherend device with

[31:19] more RAM and possibly more storage is

[31:22] not really going to do anything to allay

[31:23] these concerns about price. And uh you

[31:26] know uh Valve picked the Steam machine

[31:31] uh spec for an actual reason not just

[31:34] hitting a price point. They picked it

[31:36] because they thought it could run, you

[31:38] know, games, current generation games

[31:40] quite well at like 4K 60fps. Again,

[31:43] depends the implementation. We'll have

[31:46] to see how that actually goes. But they

[31:47] actually did set out a spec of like at

[31:50] least let's hit a good experience on a

[31:51] 60 at 60 Hz on a 4K display. Um, and we

[31:56] think this spec can do it in current

[31:57] generation console software. So, I don't

[32:00] really think they need necessarily to

[32:01] upgrade the spec unless their views have

[32:04] shifted on what it should achieve. And

[32:06] if they were to do so, I suspect it

[32:07] would be need to be delayed by at least

[32:10] a year. I'd have to expect based on the

[32:12] size of Valve and based on their kind of

[32:13] commitments and they would be tearing up

[32:15] a lot of paper that would probably be

[32:16] pretty expensive from their perspective

[32:18] as well. I don't think it's a good idea.

[32:21] And so, yeah, I think that the device is

[32:22] just it's going to come out. It's

[32:24] probably going to come out fairly soon

[32:25] because they've sketched out a release

[32:26] date in the first half of this year. And

[32:28] it's probably going to come out, I would

[32:30] suspect, in substantially unaltered

[32:31] form. And that's probably best for all

[32:32] parties involved.

[32:34] >> Yeah, John, I'm just thinking that every

[32:36] time a new piece of uh gaming hardware

[32:38] is announced, people never think it's

[32:40] powerful enough.

[32:41] >> I mean, yeah,

[32:42] >> and they always want something better.

[32:44] >> That's kind of the rule of thumb, isn't

[32:45] it? Right. And yeah, as you correctly

[32:48] noted, these things take time to

[32:51] engineer. You can't just it's this isn't

[32:54] this is not like a PC where you can just

[32:56] say uh I'm just going to swap in this

[32:58] card instead of this card. Like all the

[32:59] deals and designs and everything that

[33:01] happens behind the scenes that stuff

[33:02] takes a lot of time and work to get up.

[33:05] So like no they couldn't change this

[33:08] without delaying it at least a year like

[33:10] you said Oliver. And so I don't think

[33:12] that would actually change anything.

[33:14] They just kind of have to go their their

[33:17] choices here were either launch it at a

[33:18] higher price or just cancel it. And it

[33:22] seems like they will go for go ahead

[33:23] with launching it.

[33:25] >> And I think the Steam Deck proves that

[33:26] if you can do this in a way that feels

[33:30] super optimized and polished,

[33:32] >> people are willing to accept some

[33:34] trade-offs in terms of performance. I

[33:35] still think the Steam Deck offers a

[33:38] better portable PC experience than any

[33:41] default like Windows-based handheld for

[33:43] instance. uh just due to the nature of

[33:46] you know Steam OS and the way that works

[33:48] like that is a huge selling point even

[33:51] if the hardware itself under the hood

[33:53] isn't quite on par. Um, and I think

[33:57] that'll be the same thing here where

[33:58] this should conceivably perform like a

[34:01] proper console where you hook up to the

[34:03] TV, everything sort of works and it's a

[34:06] smooth experience versus say hooking up

[34:08] a Windows PC to your TV that you built

[34:11] yourself, which is just never going to

[34:13] be as polished as this could be. And

[34:15] there is an appeal there. But Valve is

[34:17] also not in the same market as the

[34:18] console makers. Like Steam is a PC

[34:23] storefront. They sell it across so many

[34:25] devices, right? Like this is just one

[34:27] more way to access Steam as it was with

[34:29] the Deck. So, I think they're happy

[34:31] selling a low volume, higher priced sort

[34:34] of like machine like the Steam machine,

[34:36] uh, which will probably get, you know,

[34:38] some attention but not become a giant

[34:40] mainstream success either. And I think

[34:41] they're okay with that.

[34:43] >> Absolutely. Um, let's move on here.

[34:46] Question here from 1040 STF. I was

[34:48] really impressed by the God of War lowfi

[34:51] footage shown during the last state of

[34:54] play, but I noticed also noticed as did

[34:56] you gents that some aspects featured

[34:57] fairly flat lighting. Part of me can't

[34:59] help but wonder if that's because the

[35:01] game is actually a flagship PlayStation

[35:03] 6 launch title artistically designed

[35:05] with a more advanced ray tracing mode in

[35:07] mind. Or maybe even path tracing if

[35:09] we're dreaming big. That would also

[35:11] explain why it didn't feature any

[35:13] release date window despite appearing to

[35:14] be fairly far along in development. How

[35:17] plausible do you think that theory is?

[35:20] Um Oliver, well they they've shown it

[35:22] running on PlayStation 5 or PS5 Pro,

[35:24] whatever, and that's what we're getting

[35:26] and they're saying it's coming soon. So

[35:28] it's coming soon, right? Um presumably

[35:31] before PlayStation 6. So my take on this

[35:34] is basically that, you know, that's it.

[35:38] That's what you're getting. That does

[35:39] not rule out any kind of enhanced um

[35:42] PlayStation 6 version, mind you. In

[35:44] fact, it's pretty much a given really.

[35:47] >> Yeah. I mean, it's going to come out on

[35:49] PlayStation 5, I would expect, uh, in

[35:52] the next, I don't know, year, year and a

[35:54] half or so. I mean, certainly some

[35:56] journalists like Jason Shrier, I think,

[35:57] was suggesting. It is a 2027 title of

[36:00] some variety. I mean, who knows how late

[36:02] in the year that is necessarily, but I

[36:05] also would expect, I mean, I would

[36:06] almost be certain there's going to be a

[36:08] PlayStation 6 version. Whether that's

[36:09] just a simple enhancement, whether

[36:11] that's something more substantial, who

[36:13] knows? We'll have to see um whether

[36:14] that's just a patch on the existing PS5

[36:16] version of the game. We have no

[36:17] logistics on how that will work on PS6

[36:20] necessarily. So, we'll have to see how

[36:22] that goes. But, um I mean I would have

[36:24] to imagine here that if you're going to

[36:26] build a game like this around RTGi that

[36:29] often times it's best to scale that to

[36:31] all your target platforms. And actually

[36:33] PS5 as your base platform is not

[36:36] especially low-end in terms of like

[36:39] shipping an RTGI system. I think you

[36:40] could probably do it. So, I would just

[36:42] expect that they would probably ship I

[36:44] don't know. I mean, they they could ship

[36:45] an RTGI mode on PS6, but it would

[36:48] require a lot of artist time, a lot of

[36:49] artist work, a lot of uh you know, tech

[36:52] stuff they might not have had experience

[36:54] with before necessarily. Um, so I

[36:56] wouldn't expect a dramatic improvement

[36:57] for PlayStation 5 rather than

[36:59] PlayStation 6 necessarily in this title.

[37:01] And I certainly would expect it to be a

[37:02] cross-platform title of some variety.

[37:05] Probably launching first on PlayStation

[37:07] 5 with some kind of enhancement, I'm

[37:09] sure, planned for PlayStation 6. when it

[37:11] does launch.

[37:14] >> Yeah, entirely in agreement, John.

[37:18] >> I don't really see any issues with the

[37:19] footage. It looks like what you'd expect

[37:21] from Santa Monica, and I suspect it is

[37:23] just a PS5 target. I mean, their

[37:26] lighting has always been somewhat

[37:27] conservative, I would say. Um, that was

[37:30] true of God of War 2018, and it was

[37:32] doubly true of God of War Ragnarok,

[37:34] which was a crossgen game as well. And I

[37:37] felt like this was improved in that

[37:40] regard over Ragnarok, which is what you

[37:42] would expect to see from a native PS5

[37:44] game. I think companies always do design

[37:46] their games to be more scalable these

[37:48] days. You do consider that it may launch

[37:50] on other platforms in the future. That's

[37:52] probably the case here, but I'm not sure

[37:55] that they would go back in and like toss

[37:57] just RTGI on something when it's been

[38:00] lit by artists the way it has been

[38:04] already, right? Like I think this is

[38:06] just this is what the game looks like.

[38:07] Take it or leave it.

[38:10] >> So which I think it looks good. It

[38:12] doesn't it's not like cutting edge, but

[38:14] it's a it's a handsome game, I would

[38:16] say.

[38:17] >> And image quality seems pretty good and

[38:18] 60 fps. Like we're kind of at this point

[38:22] I've seen in this generation where most

[38:25] games either go for all of those

[38:27] advanced techniques and image quality

[38:29] suffers or you stay with more tried and

[38:32] trueue rasterized techniques or just a

[38:34] little bit of ray tracing and you can

[38:36] typically get better image quality out

[38:38] of it. So this seems to be going for the

[38:41] latter.

[38:43] Uh let's move on. Justin Valero asks,

[38:46] "With the relaunch of the 5800 X3D,

[38:49] where are we on gaming CPUs? Are we at a

[38:51] point where mainstream CPUs are quote

[38:53] quote unquote good enough currently?

[38:56] What hits the right balance where one is

[38:58] not CPU limited on mid-range/high-end

[39:01] GPUs since the current consoles running

[39:03] on Zen 2? Yeah, first of all, quick note

[39:06] about the 5800 X3D. It's back. AMD is

[39:09] bringing it back. um they've had some uh

[39:12] issues in the way it's packaged, but

[39:14] they have indeed managed to bring it

[39:15] back. Unfortunately, they're going to be

[39:16] charging $350 for it. So, it's kind of

[39:20] like a last harrah for the AM4 platform,

[39:23] but it's also one that's that, you know,

[39:25] it's it's far more than I paid for for

[39:28] mine um several years ago, which uh uh

[39:31] isn't isn't good. I mean, let's not even

[39:34] mention that I got a 5700 X3D from

[39:36] AliExpress for £130.

[39:39] uh it's almost as good. Uh where are we

[39:41] on gaming CPUs? Um the problem is is

[39:44] that every single game has a completely

[39:46] different CPU level where you can start

[39:49] to be CPU limited and it's far more

[39:51] prevalent than you may think. Uh we um

[39:53] just looked at um the uh Halo campaign

[39:56] evolved preview. Um that was CPU heavy.

[40:00] Maybe that improved by launch. Um we are

[40:03] looking at 007 first light at the moment

[40:06] and when there's a lot of crowds uh even

[40:08] something like a Ryzen 5 5600 is is less

[40:12] than 60 fps. So it's actually performing

[40:13] worse than the Zen 2 processor there.

[40:16] Basically there's a completely different

[40:18] sort of balance between GPU versus CPU

[40:20] on every single kind of game at the

[40:22] moment. But the the demands on the CPU

[40:25] are rising. Um that's that's for sure.

[40:29] um you can mitigate it by you get the

[40:32] most um uh amplification in frame rate

[40:35] by using frame generation um when you're

[40:38] CPU limited um however obviously that

[40:41] has an impact on latency so there's no

[40:43] you know there's there's no easy way of

[40:46] saying this this CPU is enough for you

[40:49] right I mean um I've even been CPU

[40:51] limited path tracing on Cyberpunk 2077

[40:54] with a with a 5090 crazy as that might

[40:57] sound uh 4K DLSS performance mode there.

[41:01] >> Crazy stuff. I mean,

[41:04] >> the thing is, you can't really make a

[41:06] single recommendation here when you're

[41:09] getting such drastically variable

[41:11] results. What I will say is that, you

[41:13] know, I played um I played the Halo

[41:15] Preview with a 5600.

[41:18] I could see I was CPU limited, but you

[41:20] know, still in the 50s. That's kind of

[41:21] okay. I mean, similar to 007. The Zen 2

[41:26] parts though, I think they're starting

[41:27] to uh to show their age somewhat. Um,

[41:30] anything to add, Oliver?

[41:32] >> Well, the only thing I would add is that

[41:35] in addition to the games themselves

[41:36] having a variable level of performance

[41:39] on given CPUs, there's also people

[41:41] having a different expectation as to how

[41:43] games should run, right? Like some

[41:46] people are really interested in high

[41:47] frame rates. Doesn't matter the

[41:48] graphical fidelity. Just pump me up to

[41:50] like 360 Hz. That's what I want. Other

[41:53] people like myself are much more like,

[41:54] well, I'm okay at like 100 FPS, 72 FPS,

[42:00] 60 fps. Indeed, in a title like um in a

[42:04] title like Forts of Horizon 6, I'm able

[42:05] to play that game at 72 Hz natively with

[42:08] frame gen up to 144 hertz, which to me

[42:11] feels pretty good. Other people might

[42:12] not like that. Other people might want

[42:14] native 144 hertz. In that case, they'd

[42:16] need higherend CPU hardware than I have,

[42:18] which is like a 13700 K. But in general,

[42:21] I would say that if you're, you know, if

[42:23] you kind of think of games as being like

[42:25] roughly comfortable around console spec,

[42:28] I'd want something that's firmly better

[42:30] than console spec, just like a Ryzen

[42:32] 7000 series processor or an Intel 12th

[42:35] gen core. Most of those should be able

[42:37] to get you into okay territory in most

[42:39] games, good territory in most games. Um,

[42:41] and then if you really want a premium

[42:43] experience, then go towards the like

[42:45] 9,000 X3D processors or even 7,000 X3D

[42:48] processors. I think those are really

[42:50] good options. But um it's hard to offer

[42:53] a blanket statement cuz I could offer

[42:54] that statement and then you'd be like,

[42:56] "Well, my number one game is Oblivion

[42:58] Remastered." Then I'm like, "Well, okay,

[43:00] now we have a different set of

[43:01] performance expectations to navigate

[43:03] around, right? Because we have this game

[43:05] that is just miserable on CPUs. You need

[43:07] the very fastest you can get and even

[43:09] then you might not be happy. So really

[43:11] going to depend on the person, going to

[43:12] depend on the game, going to depend on a

[43:14] lot of things, I suspect."

[43:17] John, have you come up against any sort

[43:18] of games recently where I mean you're on

[43:20] a 13900 K, aren't you?

[43:22] >> Uh, I mean

[43:23] >> where it's been an issue.

[43:24] >> Sure. Personally, I mean, yeah, the

[43:26] 13900K versus a 1590. Sure. Yeah. Being

[43:30] CPU limited is not uncommon and that's

[43:33] often usually where I am limited. Um, I

[43:37] that's why I do actually like frame

[43:40] generation. I know I know people hate

[43:41] frame generation, but I really do. It

[43:43] does feel like free fluidity

[43:47] uh that doesn't, you know, it's great.

[43:49] It overcomes issues with CPU

[43:51] limitations, but I actually think for

[43:52] this generation, we're in a pretty good

[43:54] spot for CPUs. Uh, I think it's balanced

[43:58] out where both PCs and consoles alike

[44:00] have what I would say are good enough

[44:03] CPUs for most applications, especially

[44:05] if you're okay with like just 60 fps

[44:09] versus I feel like most of the CPU

[44:12] bottlenecking starts to happen when you

[44:13] want to hit those really high frame

[44:14] rates above 60, then that's a problem.

[44:18] But for both consoles with its Zen 2

[44:21] CPUs and you know your average PC CPU, I

[44:25] feel like you can generally play your

[44:27] average game in a very good state and

[44:30] it's a lot better than it used to be in

[44:32] that regard. So, I mean, I don't really

[44:35] have any complaints. I think we're in a

[44:37] in a pretty good spot right now. I think

[44:39] CPUs still matter. you can still

[44:41] bottleneck them easily enough, but it's

[44:44] it's not a huge problem for most games,

[44:47] and it's something that I think you can

[44:49] generally get a good experience both on

[44:51] PC and certainly on consoles, which are

[44:54] significantly better in that regard than

[44:56] than the last generation. And it's not

[44:59] even close.

[45:01] >> Yeah.

[45:02] >> Well, looking back at that last

[45:03] generation, I'm just surprised that they

[45:05] managed to get so much performance even

[45:07] to get to 30. I know

[45:09] >> effectively mobilebased x86 cores that

[45:13] weren't particularly good

[45:14] >> the Jaguars

[45:15] >> quantify.

[45:17] >> Okay, let's move on. Got this question

[45:19] here from anxiously chrono figure to

[45:20] round off the show. Hey DDF crew, do you

[45:22] think Xbox Series S was M was Nintendo's

[45:25] secret savior? I mean, since devs have

[45:27] had to target this low-end device,

[45:29] moving to Switch 2 development must have

[45:31] been easier for them than it would have

[45:32] been otherwise if only the quote unquote

[45:35] twin consoles existed. Cheers. claration

[45:38] point. Um Oliver, you've done a lot of

[45:40] Series S versus uh Switch 2 comparisons

[45:44] and um what can you say there? There

[45:46] does seem to be certain commonalities

[45:49] between some of the cutbacks that are

[45:51] being made for Xbox Series S that now

[45:54] find themselves into the Switch 2 ports.

[45:57] >> Completely. Completely. I would say that

[45:58] in a lot of cases, we basically see very

[46:01] very similar trade-offs being made

[46:03] between those two platforms. Um in a lot

[46:05] of titles really. One title that comes

[46:07] to mind recently, although I didn't

[46:08] cover this one, is Final Fantasy 7,

[46:11] where it seems like Switch 2 and Series

[46:14] S use basically identical settings,

[46:17] except that one is using DLSS and one

[46:19] isn't, and I can tell you who the victor

[46:21] will be in that one, but I think you can

[46:23] probably guess yourself. You know,

[46:24] there's a lot of commonality between

[46:25] those two machines. Obviously, in terms

[46:27] of GPU compute, that's one area of

[46:29] commonality. RAM is another area. You

[46:32] have 10 GB um on Series S of which 8 GB

[46:35] is accessible to developers. Switch 2

[46:37] has 12 and 9 GB accessible to

[46:40] developers. Pretty similar formula

[46:43] there. Um and yeah, you do see fairly

[46:47] similar compromises often in Switch 2

[46:49] software as series software. And often

[46:51] times when we're trying to project

[46:52] performance for games that are coming up

[46:54] that aren't released yet, but might have

[46:56] a Series S version, we're often looking

[46:58] to that Series S version. And so in in

[47:00] the case of like 007 First Light for

[47:02] instance, I was plumbing through that

[47:04] Series S version trying to tell a story

[47:06] about, hey, how will Switch 2 run?

[47:08] Because I know that Switch 2 and Series

[47:10] S often share an enormous amount. Um,

[47:12] and yeah, in some cases, we actually do

[47:14] see Switch 2. I mean, maybe this

[47:16] undercuts my point a little bit. We do

[47:17] actually see Switch 2 exceed series ass

[47:19] not just in terms of image quality but

[47:21] in some cases like for the release of

[47:23] Star Wars Outlaws for instance there

[47:25] were enhanced rate traced reflections on

[47:27] switch 2 greater coverage of rate trace

[47:29] reflections in the Switch 2 version than

[47:31] Series S. Um, I'm not sure if that was

[47:33] the specific platform optimization and

[47:35] maybe more just a factor of like, well,

[47:37] we had more time and we made slightly

[47:38] different choices, but it's interesting

[47:40] to see those kinds of divergences in

[47:42] software. And especially with DLSS

[47:44] nowadays, we do tend to notice that um,

[47:46] being a significant advantage on switch

[47:48] 2, like in the case of the Resident Evil

[47:51] 9 port, right? uh Resident Evil Reququ

[47:53] that title looked much I'm sure John can

[47:56] concur with me here looked much better

[47:57] on Switch 2 than Series S in terms of

[47:59] image qualitys.

[48:03] >> Sorry,

[48:03] >> it ran worse though.

[48:05] >> It did run worse. It did run worse

[48:07] unfortunately. But yeah, lots of cases

[48:09] like that. Lots of cases like that.

[48:12] >> John, what do you think?

[48:13] >> I mean, I'm sure it helped. I'd also say

[48:15] the rise of handheld PCs, like the deck

[48:18] helped as well. uh you know developers

[48:21] are were interested in ensuring a wide

[48:24] range of PC hardware could handle their

[48:25] games and modern engines seem to be

[48:27] pretty scalable anyway. So I think it's

[48:29] just we're at a point where games are

[48:31] just scalable enough that it's not the

[48:33] same kind of problem that it used to be.

[48:35] And I think when you put a little bit

[48:37] more extra effort into it, you can come

[48:38] up with something special. But I think

[48:40] it's also possible just to get decent

[48:41] ports without, you know, a huge amount

[48:45] of investment and time and resources as

[48:47] well. So, Switch 2 is is good for that.

[48:50] And yeah, DLSS definitely does a lot of

[48:52] heavy lifting in terms of improving

[48:54] image quality and which I think is kind

[48:57] of what we were hoping for. And it has

[48:59] it has indeed played out that way, which

[49:02] is great.

[49:04] >> Mhm. Yeah, I think it's uh certainly

[49:06] been helpful. I mean, because there

[49:08] would be like a reference experience

[49:09] where certain nips and tucks have been

[49:11] made that the developers are comfortable

[49:13] with. But at the same time, I think that

[49:15] it probably you would have seen similar

[49:17] things happen for for Switch 2 anyway

[49:19] organically just by the fact that it's,

[49:21] you know, going to sell a lot of units

[49:22] and developers want their games to look

[49:24] great on it. And, you know, they've got

[49:26] some good um technology to work with

[49:28] there, specifically DLSS. I still really

[49:31] do want to see the um Tiny DLSS at a

[49:35] higher resolution versus CNN DLSS at a

[49:38] lower resolution.

[49:40] uh played out somewhere because honestly

[49:43] it seems to be the case that the the

[49:45] titles where DLSS is most impactful is

[49:48] where developers have put in the

[49:50] computational cycles into the higher

[49:53] quality of version of DLSS paying for it

[49:56] with lower resolutions and it seems to

[49:58] to to look good and and work well.

[50:00] Resident Evil and Pragmata game, you

[50:03] know, several games presenting better on

[50:06] Switch 2 than they do on um Series S,

[50:08] even though there may be a frame rate

[50:10] penalty there. So, you know, I kind of

[50:12] think it it's it's helped, but I think

[50:14] people would have put in the effort

[50:15] anyway, uh basically. But even so, we've

[50:18] seen some good stuff. Um that was the

[50:21] final question, therefore the end of the

[50:23] show. So, please do like, subscribe,

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