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