GTA 6 Reflection Mystery Explained
50sTech enthusiasts love analyzing game graphics; this clip reveals why GTA 6's reflections have weird missing objects.
▶ Play ClipThis episode of DF Direct Weekly covers major gaming tech news, including an analysis of the new GTA 6 box art trailer, which reveals its likely use of ray-traced reflections combined with screen-space reflections. The show also dives into Unreal Fest announcements, such as the new, lighter-weight 'Lumen Light' for platforms like Switch 2 and the production-ready 'MegaLights' system demonstrated in the Gears of War: E-Day tech demo.
The panel discusses the brief panning shot in the GTA 6 box art, noting its use of a combination of ray-traced (RT) reflections and screen-space reflections (SSR). They analyze anomalies like a missing Ferris wheel reflection, suggesting objects may be excluded from the BVH structure, while also praising the high density of point lights visible at a distance.
Epic announced UE5.8's new 'Lumen Light', a high-performance version of Lumen for lower-end hardware like Switch 2, aiming for 60fps. 'MegaLights' is also now production-ready, allowing as many shadow-casting lights as an artist wants, as shown in the Gears of War: E-Day demo running at 60fps on Xbox Series X.
Epic confirmed that Unreal Engine 6 will phase out Blueprints (node-based scripting) in favor of a new language, 'Verse'. This has caused controversy, as many indie and AA developers heavily rely on Blueprints, while AAA studios often find it messy for large projects. The transition is expected to be slow, with deprecation starting after UE6.0.
Oliver highlights the insane cost of SanDisk's official PS5 SSDs, especially the 8TB model at $3,000 (discounted from $3,700). He notes you can buy a non-licensed 8TB Gen4 SSD for roughly half that price, calling the premium purely for the PlayStation branding a price gouge.
John reviews the Pimax Dream Air, a $2,000+ VR headset with Sony micro-OLED screens. He praises its ultra-high resolution (8K), which eliminates the screen-door effect, making it the first headset where he cannot see individual pixels. It offers incredible clarity and OLED black levels, ideal for niche high-end cockpit games.
"The title accurately describes the main topics covered in the episode."
What reflection technique does GTA 6 appear to use based on the brief box art trailer?
A mix of ray-traced (RT) reflections and screen-space reflections (SSR).
05:07
What specific reflection anomaly did the panel notice in the GTA 6 trailer?
Anomaly with the Ferris wheel not appearing in the reflection, likely due to it being excluded from the BVH structure.
05:36
What is 'Lumen Light' in Unreal Engine 5.8?
A high-performance, lower-requirement version of Lumen designed for platforms like Switch 2.
13:28
What Unreal Engine 5.8 feature allows an unlimited number of shadow-casting lights in a scene?
MegaLights.
15:16
At what frame rate did the Gears of War: E-Day demo run on Xbox Series X?
It was 60 FPS on Xbox Series X.
23:40
What controversial change is Epic Games making for Unreal Engine 6?
They are phasing out Blueprints (visual scripting) in favor of a new language called 'Verse'.
33:03
How do indie developers like those of 'Expedition 33' feel about the planned removal of Blueprints?
They are angry/blindsided because they built their games and workflow around Blueprints.
34:41
What is the listed price of the SanDisk 8TB official PS5 SSD?
$3,000 (discounted from $3,700).
41:50
What high-end VR headset did John test that he describes as the 'retina display' of VR?
Pimax Dream Air.
52:37
What is the resolution per eye for the Pimax Dream Air headset?
3840 x 3552 per eye, described as '8K' resolution.
53:56
Which AMD processors do the Alienware Area 51 PCs support?
Ryzen 9000 X3D (e.g., 9800 X3D, 9950 X3D2).
02:20
What composer, known for Doom and Duke Nukem 3D, recently passed away at age 81?
Bobby Prince.
03:27
GTA 6's Reflection Tech Revealed
Provides a specific technical analysis of the game's likely reflection pipeline.
04:56Lumen Light: Optimized GI for Switch 2
Highlights a major performance-focused development for console games, potentially changing multiplatform capabilities.
13:27MegaLights Production Ready at 60fps
Demonstrates a huge leap forward in real-time lighting, allowing artists unprecedented scene complexity without performance loss.
15:16Blueprints to be Deprecated in UE6 for Verse
Marks a major shift in game development accessibility and could leave many developers behind.
33:03Pixels e- Invisible in VR: Pimax Dream Air
Represents a significant milestone in VR clarity, achieving a true 'retina display' experience.
53:38[00:02] Why hello there. A warm welcome of sorts
[00:05] this week to DF Direct Weekly. It is
[00:07] indeed warm. We're having a heat wave
[00:09] here in Europe. Uh I'm John Lynaman.
[00:11] Richard Lead Better is out currently. He
[00:13] is very busy working on a big video. So
[00:16] he asked me to take over. So of course I
[00:19] brought along my good friends here.
[00:20] First starting with Oliver McKenzie.
[00:23] >> Yes. John, it's been a little bit hot
[00:25] here as well, but not quite as
[00:26] sweltering as I think it is where you
[00:28] are.
[00:30] Indeed, we're approaching 35C. It's in
[00:32] the '9s if you're in Fahrenheit. And
[00:34] then, of course, we also brought along
[00:37] the mainstay, the Rock himself for the
[00:40] Digital Foundry Channel. It's Tom
[00:42] Morgan.
[00:43] >> Hello, John. How you doing? Yeah, 22
[00:46] degrees here in Brighton. Got the
[00:48] curtains closed. Uh, no air con, alas,
[00:51] but uh, we're going to push on through
[00:52] regardless.
[00:53] >> Wonderful. Yeah, we have a lot of stuff
[00:54] to talk about today. We've got the
[00:56] latest on GTA 6. We're going to micro
[00:59] analyze like 7 seconds or less of
[01:01] footage. We're going to talk about the
[01:02] new Unreal stuff. There is some good
[01:05] news coming out of that. There's Gears
[01:06] of War stuff and a lot more to talk
[01:08] about today. Uh but first, uh I did want
[01:11] to bring some attention to the site.
[01:13] We've got Will Jud who was on recently
[01:15] actually. It's lovely to have him back
[01:17] who's been doing a lot of work over on
[01:19] the site, including some cool new
[01:20] articles. He's got stuff about the Intel
[01:24] and Nvidia collaboration. uh the AMD
[01:27] crossover, the Intel AMD crossover point
[01:30] that's nine months away. There's the
[01:32] ultra expensive $3,000 PS5 SSD, which
[01:36] we'll talk about later cuz it is kind of
[01:38] uh crazy. And even a Sonic Adventure 2
[01:41] mechanical keyboard, which I have to
[01:43] admit looks pretty cool. So, all that
[01:45] and more over on the website. Check it
[01:47] out. And of course, check out our
[01:49] Patreon and all that stuff. But before
[01:51] we jump into the episode, first here's a
[01:54] word from our sponsor.
[01:56] DF Direct Weekly is brought to you in
[01:58] partnership with Alienware. The latest
[02:01] state-of-the-art Alienware Area 51
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[03:11] of modern PC gaming.
[03:16] So, gentlemen, a lot of news this week,
[03:18] but before we dive into GTA 6, I do want
[03:20] to give a quick uh sort of I guess
[03:24] eulogy, if you will, for Mr. Bobby
[03:27] Prince, who passed away recently this
[03:30] week at the age of 81. He was the
[03:32] original composer of Doom, Doom Nukem
[03:34] 3D, so many other classic '90s games, an
[03:37] absolute legend. Uh, and I was really
[03:40] saddened by this news this morning. So,
[03:42] I did at least want to give a shout out
[03:44] to his great work, remind people of what
[03:47] he's done in the past, and yeah, truly
[03:50] an awesome influence in our game
[03:52] industry, a great composer on the
[03:54] Western side. So, we'll miss you, Bobby.
[03:58] But right, of course, when we started
[04:00] this uh show this week, we thought we
[04:02] were going to be jumping right into the
[04:03] Unreal Fest stuff, but it turns out
[04:05] Rockstar had a little surprise for us
[04:07] all. They announced that pre-orders are
[04:09] going live soon for GTA 6. They also did
[04:12] a box art reveal trailer, which is a
[04:15] very short little clip. Uh it's already
[04:18] amassed like 6 plus million views in
[04:21] less than 24 hours, which is uh rather
[04:24] impressive, I must say. But we got this
[04:26] nice little sort of like camera pan out
[04:28] of it. And people have been going nuts
[04:30] analyzing it. And I think from our
[04:33] perspective, the thing that really stood
[04:35] out is like we're trying to break down
[04:37] what they're doing for reflections. Um,
[04:40] man, this seems so silly because it's
[04:41] just it's almost nothing. But it it is
[04:44] it is kind of funny and light-hearted to
[04:46] be to looking at this so closely because
[04:48] based on what we've seen in the previous
[04:50] trailers, we do think that GTA 6 is
[04:52] using ray tracing uh for reflections,
[04:56] for lighting, all sorts of things. And
[04:59] this large open area here really helps
[05:02] us kind of understand what they're doing
[05:04] and also the drawbacks to it. Uh, and I
[05:07] think we've kind of determined that they
[05:08] are doing ray trace reflections with a
[05:11] bit of screen space tracing on top of
[05:14] it, which is relatively common. That's
[05:17] usually what you see in Unreal, for
[05:18] instance, where the BVH structure, the
[05:21] thing that they're tracing into actually
[05:23] is somewhat less detailed than what you
[05:26] actually see in the primary view. So,
[05:28] layering SSR sort of fills in those
[05:30] extra details. But, we noticed some
[05:32] weird anomalies with this one that kind
[05:34] of stood out. For instance, this Ferris
[05:36] suite on the distance and Oliver I think
[05:38] we were we we were talking about this on
[05:40] Slack yesterday and just kind of like I
[05:42] felt it's like wow we're talking about
[05:44] whether or not like why is this ferris
[05:47] wheel not showing in the reflection
[05:49] here. Uh and it it feels like we're
[05:51] really down the rabbit hole here but it
[05:53] is fun. So, I think it's possible that
[05:57] we're seeing something where they're
[05:58] simply not drawing every object that far
[06:00] out into the BBH and it's just like left
[06:03] out of that view. Um, but it's also not
[06:06] covered by screen space. Like, what do
[06:08] you think about this?
[06:10] >> Well, it's a very interesting and
[06:12] unusual combination of SSR and RT
[06:15] reflections. It seems to be in terms of
[06:17] this showing because we do know that the
[06:19] game is using RT reflections based on
[06:21] prior showings. We also know that it has
[06:23] SSR in some instances. Like for
[06:25] instance, in earlier trailers, we saw
[06:27] like there was a coaster on a table and
[06:29] the way that it was reflecting without
[06:31] showing the underside of that bowl or
[06:33] that coaster or whatever, it was
[06:34] indicating that there was some screen
[06:36] space information that was being reused
[06:38] in that reflection. Um, and in this
[06:40] showing, I think we're seeing some
[06:41] evidence of screen space reuse in terms
[06:43] of what we're seeing in the bottom left
[06:45] hand side of the screen where there's
[06:46] very clearly um information in on screen
[06:49] that's being disccluded. and it's
[06:51] revealing new uh reflection information
[06:54] there. Um, but the curious thing is that
[06:57] in other areas like in that ferris
[06:59] wheel, we would usually expect there to
[07:01] be some kind of reflection showing in
[07:03] the water there with SSR typically, not
[07:05] in every case, but typically, and it's
[07:07] not showing there. And then also in the
[07:10] uh kind of towards the bottom right edge
[07:12] of that uh image, we're also seeing an
[07:15] interesting area where there's uh a
[07:17] bridge that's being lit quite brightly
[07:20] and it's not showing occlusion um
[07:23] between the uh bridge and the light
[07:25] sources and there's also no evidence of
[07:27] screen space information reuse there in
[07:30] terms of the appearance of occlusion and
[07:32] discclusion along that edge. So I I I
[07:36] don't know quite what to make of this.
[07:37] And this is the kind of funny issue
[07:39] where like if we literally had
[07:43] 5 seconds with the camera here, we could
[07:46] probably work out roughly what's going
[07:48] on.
[07:48] >> Oh yeah.
[07:49] >> But in the in the universe of looking
[07:50] through this like very limited uh
[07:53] panning shot without much movement at
[07:55] all in the camera, um I'm I'm a little
[07:57] bit less certain, but I think there's
[07:59] probably some RT reflection component
[08:02] here. Prior GTA games have used I think
[08:05] uh reflection maps in GTA 5 I believe
[08:09] they were using um if I'm not mistaken.
[08:12] Uh but here I suspect based on the much
[08:16] higher complexity of the world and based
[08:17] on the appearance of RTM prior showings
[08:19] and based on the fact that we are seeing
[08:21] like some perspective correct reflection
[08:24] detail when screen space information
[08:26] isn't available along that left edge and
[08:28] a couple other artifacts. I think what
[08:30] we're seeing is SSR layered on top of
[08:32] RT, but behaving in a slightly unusual
[08:34] way that we wouldn't necessarily expect,
[08:36] but this is all basically as expected. I
[08:39] would stress like this is all pretty
[08:41] normal stuff for a game this generation.
[08:43] And it makes complete sense to use a
[08:46] combination of SSR for small details for
[08:49] details that might be excluded from PVH,
[08:51] things like this. Um, in combination
[08:52] with RT, that's like an industry
[08:54] standard at this point. This is all
[08:56] pretty expected stuff. Although the game
[08:58] obviously looks quite extraordinary, I
[08:59] would say.
[09:01] >> Yeah. And beyond the reflection stuff, I
[09:03] also really like how so this scene has a
[09:06] lot of lights in it. Right. Right.
[09:08] >> As you would expect from a longdistance
[09:10] view, but the the distance at which
[09:12] these lights remain visible is very
[09:14] impressive, I think, where it really
[09:16] looks like each little point light is
[09:18] represented well within the scene, which
[09:20] is nice to see. You can't always expect
[09:22] that. I also noticed they've got that
[09:25] they seem to be using a technique
[09:27] similar to something like Marvel
[09:28] Spider-Man and a few others where it's
[09:31] like a parallax trick on the building
[09:33] surfaces to give the impression of like
[09:35] 3D interiors.
[09:37] >> Um, but all this is the kind of stuff we
[09:39] just glean from looking at this very
[09:41] tiny clip. And I think, you know, once
[09:43] you get more time with it, if you
[09:45] actually just move the camera at all,
[09:46] like you said, you would instantly
[09:48] understand like, oh, okay, this is what
[09:49] they're doing. But it is it is fun to
[09:52] speculate and look at this uh and kind
[09:54] of see how far we've come along that. I
[09:57] mean Tom, you were breaking this down as
[09:59] well. What are your thoughts on what
[10:01] we're seeing here? Anything particular
[10:03] stand out to you?
[10:05] >> Uh I mean it's it's for sure miss mixing
[10:08] that SSR and uh rate tracing. I mean in
[10:10] a similar way we've seen to uh a lot of
[10:13] titles this generation. Lumen stuff like
[10:16] comes to mind. Anything using lumen?
[10:19] Yeah, it's a yeah, all the oddities
[10:22] associated with those techniques are
[10:24] there. As well as Oliver's already
[10:25] mentioned, there's a lacking lack of uh
[10:28] shading to some reflected elements. Uh
[10:31] you know, on the left side, I guess uh
[10:34] there's some structures near the bay
[10:36] there, and it's just missing any sort of
[10:39] any of the shading on the actual part
[10:42] above water in the reflection.
[10:45] And uh obviously you know left side of
[10:46] the image there's SSR artifacts as well.
[10:48] So those two things suggest you know a a
[10:51] BVH uh for the the ray tracing and uh
[10:55] the classic occlusion artifacts with
[10:57] SSR. Um
[10:59] >> yeah I'm sure you know it's funny having
[11:01] uh this feed because it's accessible on
[11:04] the this video we're talking about
[11:06] wasn't exactly in the trailer itself
[11:08] with the
[11:09] >> cover up. It was on the website that
[11:13] revealed the video and it's just a new
[11:15] component embedded within the website as
[11:17] you scroll up and down. It's a very
[11:19] slick website. Go to GTA 6 and it's like
[11:22] go to the high quality setting if you
[11:24] can select that by going to the menus
[11:27] and suddenly you get this graphic. You
[11:29] can scroll up and down and this massive
[11:31] view quality is reasonable and you can
[11:33] kind of inspect for yourselves, you
[11:35] know, go get the magnifying glass out
[11:38] and see what you reckon. But yeah, it
[11:40] for to my eyes SSR and rate tracing
[11:42] makes the most sense.
[11:44] >> Indeed. Indeed. But I guess there's not
[11:47] much more to say other than that. But it
[11:48] is it is kind of fun to look closely at
[11:51] this stuff because I mean when you see
[11:53] those numbers and the amount of views
[11:55] this thing is getting just it is really
[11:57] crazy. There is no bigger game in the
[12:00] world I would say right now that's
[12:02] upcoming.
[12:03] >> And it's fun to look at something where
[12:05] money is simply no object here. like
[12:08] they're able to do whatever they need to
[12:10] do to make this game uh because of this.
[12:13] So, we'll definitely be keeping an eye
[12:16] out and I'm excited just to see what
[12:17] their tech can offer because it feels
[12:20] like they've kind of quietly been
[12:21] building stuff in the background doing
[12:23] their own thing and that's always fun to
[12:25] see. So, obviously we will be looking at
[12:29] that when it releases hopefully later
[12:31] this year.
[12:33] But let's move on to the next topic. All
[12:36] right, this week it was Unreal Fest and
[12:38] it was unreal. There was a lot of stuff
[12:40] coming out of here, uh, including a lot
[12:42] of news from Epic itself, um, both about
[12:46] Unreal Engine 5 and the upcoming Unreal
[12:49] Engine 6. We also got some new tech demo
[12:51] stuff, including a nice look at Gears of
[12:53] War Eday, uh, which is really cool. But
[12:57] let's start with Unreal Engine 5.8
[13:00] because this actually does have some
[13:02] nicities in it. And it kind of we're
[13:04] kind of reaching the point where uh a
[13:06] lot of things that were still in that
[13:08] early state or that pre-release state
[13:11] have now reached the official production
[13:13] ready status. Things like megalytes for
[13:16] instance are finally like officially
[13:18] production ready, ready to be used. Uh
[13:20] we're going to start seeing them in
[13:22] games. But the big news, I guess, for
[13:25] the game console world is this thing
[13:27] they called Lumen Light, which is a
[13:30] higher performance, lower requirement
[13:32] version of Lumen designed to provide
[13:34] results similar to the full fat Lumen,
[13:38] uh, but with a reduced CPU cost and
[13:41] reduced over overhead in a way that
[13:43] makes it feasible for platforms such as
[13:45] Switch 2 where it's largely not existed,
[13:48] Oliver. Right. Like, and this is this is
[13:50] something where it feels like it could
[13:52] genuinely make a big difference for
[13:54] upcoming multiplatform releases because
[13:56] they stress that this isn't something
[13:58] you need to like customize specifically
[14:02] for each platform. It's a seamless sort
[14:05] of like uh option. So, you essentially
[14:08] light your world one way and that is
[14:10] going to be work workable with Lumen
[14:12] Light as well
[14:14] >> as the as the larger more full fat
[14:16] experience right?
[14:18] >> Yeah. Yeah, I believe lumen light
[14:20] interesting technology. I think it's
[14:22] just a different name largely for what
[14:24] we saw a couple of weeks ago announced
[14:26] lung 5.8 which was the medium lumen
[14:29] setting. This seems to be something that
[14:30] is basically equivalent to that in so
[14:32] far as basically we're seeing a
[14:34] primarily probe based approach to lumen
[14:37] that still gives you the kind of
[14:39] lighting detail that you'd expect in
[14:41] broad strokes from Lumen but at a much
[14:43] lower performance penalty. Indeed,
[14:45] they're not only talking about Switch 2,
[14:47] they're talking about 60 FPS on Switch
[14:49] 2. So, that's really quite striking. Uh,
[14:53] very, very interesting here. Um, yeah,
[14:56] it it's a probased technique. I think it
[14:58] will mirror uh no pun intended the look
[15:02] of uh what we've seen from a lot of
[15:04] lumen titles on series to a large degree
[15:07] because for GI they do depend on this
[15:10] probebased
[15:12] uh lumen or radiance cache oriented
[15:14] lumen radiance probe oriented lumen but
[15:17] for reflections they're relying
[15:18] primarily on SSR with a rough specular
[15:21] fallback from the GI of course I'm sure
[15:23] you could switch you could ship a more
[15:26] involved version of this technique
[15:27] techique on switch 2, but the guidance
[15:29] from Epic is to basically use this probe
[15:32] based GI and then use SSR plus this
[15:35] rough specular fallback from the GI
[15:37] which is something we've seen in a lot
[15:39] of Switch uh seriess S titles including
[15:40] like Robocop very early on. I remember
[15:43] that being a prominently used this
[15:44] technique and we've seen many other
[15:46] titles I believe also expedition 33 is
[15:48] another prominent example of this on
[15:50] series.
[15:51] >> Um and yeah, the target here is up to 60
[15:53] fps on switch 2 and low-end handhelds
[15:55] things like that. So very very cool.
[15:58] There are also some other interesting
[15:59] announcements with UE5. Um the biggest
[16:02] announcement which I think John
[16:04] referenced I mean at least in terms of
[16:05] my own interests is that Megalytes is
[16:07] production ready and I think we were
[16:09] talking about it they demoed it a couple
[16:11] of years ago or about a year ago I think
[16:13] on
[16:15] >> Yeah. on PS5 running at I think 1080p at
[16:18] 30 fps and now they're showing it off in
[16:22] commercial software that's going to be
[16:24] shipping this year at a much better
[16:26] level of image quality I would argue
[16:27] although you know perhaps less intensive
[16:29] uh content in terms of its lighting at
[16:31] 60 fps in like Gears of War Eday which
[16:34] we'll talk about shortly which I think
[16:35] is
[16:35] >> and Halo which
[16:37] >> Halo yeah which are like super
[16:39] good-looking titles and relatively
[16:41] performant ones as well um perhaps you
[16:44] know in in the case of Halo. There's
[16:45] some image quality issues here and
[16:46] there, but like very impressive titles.
[16:48] Um, and yeah, I'm super looking forward
[16:51] to that. That just seems so cool. I
[16:53] can't believe this is shipping this
[16:54] generation at high performance. I
[16:56] remember Alex talking about it and he
[16:57] was like, "This is probably going to be
[16:58] next generation technology back in the
[17:00] day." Um, and it probably largely is
[17:02] designed to work really well next
[17:04] generation consoles. But the fact that
[17:06] it's running well on like a Series X,
[17:08] that's awesome. I think that's totally
[17:10] rad. And for those that aren't aware of
[17:13] it, then I guess the main benefit of
[17:15] this is that it allows artists to
[17:16] essentially place as many lights as they
[17:18] want in a scene. It removes the
[17:20] constraints of a performance bottleneck
[17:23] around each light source. And obviously
[17:25] things like deferred rendering and all
[17:27] that were already designed to reduce the
[17:28] light cost, but here like they can put
[17:31] shadow casting lights everywhere. And
[17:34] we're already seeing that. I mean,
[17:35] that's that's one of the things in the
[17:37] Gears of War EDay demo that they show
[17:39] off is just like every single light in
[17:42] that scene, and there's a lot of them uh
[17:44] produces lights and shadows. I think the
[17:47] part from that demo again that I really
[17:49] liked was the uh when I walked through
[17:50] the freezer section, and every single
[17:53] like light bulb inside the freezer is a
[17:56] light, which means that you actually get
[17:58] the correct glow, right? like when you
[18:00] walk into that area, it's there's an
[18:02] ambient light level increase because of
[18:04] the use of all these lights. And I think
[18:06] that's super super cool. Uh they also
[18:09] talked about uh that the shader compiler
[18:11] is continuously being improved. Uh they
[18:15] say it's they've already reduced shader
[18:19] count in Fortnite by 68%.
[18:23] And in addition, there's also pro
[18:25] improvements to the pipeline state
[18:27] objects. So, the PSOS, so there's
[18:29] improved caching, improved fallback, and
[18:32] it's just faster all around. Like the
[18:34] idea here, obviously, I think they
[18:36] referenced the Hitchhunter, uh, their
[18:38] own internal hitchhunter at Epic, who,
[18:40] uh, we showed up in one of his videos at
[18:42] one point. That was quite funny, but
[18:44] they really are putting a lot of effort
[18:46] into trying to wrangle this problem,
[18:49] right? and just find ways to reduce the
[18:52] total number of shaders, the time it
[18:54] takes to compile them, and all the other
[18:56] issues that are encountered with like
[18:58] PSOS as well that's leading to these
[19:00] stutters and long wait times during
[19:01] development. So, that's great. Uh,
[19:04] they're also talking about advanced
[19:05] shader delivery, which is a DX12 feature
[19:08] that's being ramped up. There's, oh,
[19:10] have you seen this, Tom? Mesh terrain.
[19:13] So, this is something really interesting
[19:15] because so I've made a lot of like stuff
[19:18] in Unreal myself now that I and one of
[19:21] the big limitations I found is like when
[19:23] you want to do like a big map, you're
[19:25] just using like height maps, right? And
[19:27] then you're placing
[19:28] >> individual meshes on top of that, but
[19:30] the height map itself, it's obviously
[19:32] limited in what you can do since it's a
[19:33] height field. You're kind of only
[19:35] limited to things sort of facing
[19:37] outward. So you can't like generate and
[19:39] carve terrain that like overlaps on
[19:42] itself and like has crevices and and all
[19:44] that kind of stuff. And that's where you
[19:46] would normally just have to like sort of
[19:48] kit bash things on top of it. But now
[19:51] they seem to be doing a full
[19:53] >> meshbased terrain system here. And I'll
[19:56] be curious to see how it works that
[19:57] allows you to manipulate the terrain in
[19:59] much more detail uh to create overhangs
[20:02] and all that. And they're saying it uses
[20:04] a smaller memory footprint, making it
[20:07] even lighter weight. So, I don't know.
[20:10] Um Tom, as somebody that covers a lot of
[20:13] Bethesda games, not that are Unreal, uh
[20:16] you you've got a lot of experience
[20:18] walking around height maps.
[20:20] >> Yeah, I guess subliminally where there's
[20:22] been a lot of that. Um but generally
[20:25] like the the the the back end of the
[20:27] presentation seems to be very much
[20:28] focused on were the benefits for people
[20:31] using tools and these uh you know editor
[20:35] level uh features that will really pay
[20:38] dividends for just the workflow of
[20:41] >> and we we bemoone the uh how widespread
[20:44] Unreal Engine 5 is but we've also got to
[20:47] accept that for a lot of indie
[20:49] developers AA developers it's great to
[20:51] have all these tools just gifted to you
[20:54] right out of the gate. And they've got
[20:57] another one in in here which they
[20:58] touched on which relates to performance
[21:00] capture without markers
[21:03] >> which is very cool and um just needs you
[21:06] know I I I'm wondering how uh accurate
[21:10] this is. But they seem pretty confident
[21:12] that you can get full body motion
[21:13] capture and for the um Unreal Engine
[21:17] editor to interpret bits that are
[21:19] malleable. So you can tweak it later on
[21:22] and adjust for animation.
[21:24] >> So it looks very um yeah useful for a
[21:28] developer to just jump in there if they
[21:30] don't have the technology to get the
[21:32] full marker set up and go to a you know
[21:35] proper u room to capture all this stuff.
[21:38] >> Yeah. So, I agree. That's one that's
[21:40] actually one of the most exciting things
[21:42] because that also opens this up to
[21:44] smaller creators now, right? Uh they
[21:46] were demonstrating that you can do this
[21:48] from video. So, you just take a video
[21:50] feed and pipe this through and it's able
[21:51] to essentially pull off the the
[21:54] performance capture onto a model, which
[21:56] is, you know, it could could be big news
[21:58] for VTubers.
[22:01] No, but like
[22:02] >> this is an interesting way to sort of
[22:04] like get that sort of realistic
[22:05] animation but without any of those
[22:07] expensive setups. Just film it possibly
[22:09] even it's like a phone camera. And they
[22:11] actually showed examples of taking old
[22:13] movie footage, dropping it in there, and
[22:16] then mapping the movements from that
[22:17] footage directly into a character model.
[22:19] So, I'll we'll be watching that. Uh, and
[22:23] I guess the last thing that I liked
[22:24] visually, it's not really relevant to
[22:26] games, is they showed that their offline
[22:29] depth of field render. And I do actually
[22:31] use the offline rendering in Unreal.
[22:33] That's what I use the most when doing
[22:35] video stuff sometimes. It's like
[22:37] rendering something out from Unreal's
[22:39] like sort of sequence editor. Like you
[22:41] make a nice looking scene, some models
[22:43] in the scene, but then when you render
[22:45] it out, you can take advantage of the
[22:47] offline uh super slow by the way
[22:50] rendering uh to get really fancy
[22:52] effects. But now they're handling depth
[22:53] of field like a real camera now and how
[22:56] it like works with the scene, which
[22:58] should look really really cool. Uh, and
[23:00] it does look cool in the examples that
[23:01] they showed. So, lots of nice stuff
[23:04] happening there. Um, but obviously
[23:07] Oliver, the big thing to come out of
[23:09] that as far as games are concerned is uh
[23:12] Kate Rener, the tech director at the
[23:14] Coalition, who she is extremely smart,
[23:17] legendary person, was also the tech
[23:19] director on uh the SSX games by the way.
[23:23] So, one of my favorite classic series
[23:25] >> and it's been around for a long time
[23:28] doing this stuff
[23:29] >> and The Coalition definitely one of the
[23:31] best studios in the world when it comes
[23:33] to utilizing Unreal. And yeah, based on
[23:35] that recent demo, the results they're
[23:37] showing so far are excellent. But this
[23:40] new demo essentially showed the game
[23:41] running at 60 FPS on Xbox Series X. It
[23:44] focused on that sort of like supermarket
[23:46] location that was in the demo. And
[23:48] there's a couple things that really
[23:50] caught my eye here. First of all, I
[23:51] already mentioned there's the mega
[23:53] lights, and they definitely highlighted
[23:55] that where every single light in that
[23:56] supermarket, and there's a ton, uh, is
[23:59] projecting light, but they also went big
[24:02] on uh the destructive element where now,
[24:07] so this was a complaint people had with
[24:09] Gears 5 and that it was a very static
[24:10] looking game. And when you're doing that
[24:12] really finely baked lighting, this is
[24:14] one of the things that can be limiting
[24:16] in that if you move too much in a scene,
[24:19] when using static lighting, it can look
[24:22] a little bit awkward, especially when
[24:23] it's not factored in well into the bake
[24:25] cuz you have to do like a dynamic
[24:27] solution with the baked lighting.
[24:29] >> Here, it's all unified. But they showed
[24:31] things like granular tile breakage where
[24:34] Marcus sort of shoots the wall and you
[24:36] see all the little individual tiles
[24:38] crack and break off. I won't say it's
[24:40] necessarily a brand new thing. We've
[24:42] seen stuff like this, but it seems like
[24:44] the level of detail around it is
[24:47] improved. Uh they also fired bullets
[24:50] into the freezer cage, which uh so it
[24:55] shows the glass shattering and they say
[24:57] they're like they're actually ray
[24:58] tracing the individual glass fragments
[25:01] as it falls down into the scene. The
[25:03] only thing I will say that's a little
[25:04] bit weird about that is that there's
[25:06] glass on both sides of those uh freezer
[25:08] cases and yet the bullet only penetrates
[25:11] the first the first pane of glass. It
[25:14] doesn't go through to the second pane.
[25:16] >> A little bit weird. I don't know. Maybe
[25:18] they'll fix that. Um but it it the
[25:20] actual effect of the primary glass that
[25:23] breaks is very very cool. So um but
[25:26] yeah, I mean what what else what else
[25:28] caught your eye here, Oliver?
[25:30] Oh, I was just super impressed with the
[25:33] Megalytes presentation. I was super
[25:34] impressed. Like there's one shot where
[25:37] they're showing like this wall of CRTs
[25:40] >> that are casting like these super soft
[25:42] shadows, like these beautiful area
[25:44] lights that are nice diffused, very
[25:47] good-looking, colored in interesting
[25:49] ways. Um, and they're casting very soft
[25:52] shadows off of adjacent objects. And I
[25:54] think that just looks awesome. There's
[25:55] also a shot where they show off the fact
[25:57] that when you shoot your gun, you get
[26:00] these beautiful muzzle flash shadows.
[26:02] This light and this muzzle flash that
[26:04] we've not seen the likes of since
[26:05] Killzone 2, right? Very, very cool
[26:08] technique there.
[26:10] >> We actually uh what that reminds me,
[26:12] they were actually in a HalfLife Alex in
[26:14] VR,
[26:15] >> which is super immersive, right? You
[26:17] actually got the full muzzle flashes
[26:18] from every shot. But you're right, it's
[26:20] not a super common thing, unfortunately.
[26:22] >> Not common at all. Not common at all.
[26:24] and they are using a hardware lumen. Um,
[26:26] but it's interesting. There are some
[26:28] moments where like on a road for
[26:32] instance, we're clearly seeing when the
[26:34] camera is moving and when the edge of
[26:36] that camera would normally show some
[26:38] kind of occlusion issue. We're not
[26:39] really seeing that. And I think that's
[26:41] probably because either the screen space
[26:43] information is not being used in that
[26:44] instance or because there's a much
[26:46] closer fidelity between the screen
[26:48] information that's in screen space and
[26:49] the information that's actually in the
[26:51] BBH. So, I think that's a very positive
[26:53] sign. But in other instances, I think on
[26:56] transparencies during game play on like
[26:59] window panes and things like that, I
[27:01] think we're more obviously seeing
[27:04] something that looks to me like it's
[27:06] primarily um relying on set screen space
[27:08] information still. So, we're seeing a
[27:10] little bit like for instance in that
[27:12] freezer cage section when Marcus is
[27:14] walking through there, we're seeing kind
[27:16] of like not like kind of correctish
[27:19] looking but clearly showing some obvious
[27:21] occlusion issues, reflections in that
[27:23] instance. So, um I do wonder if maybe
[27:26] that's a little more selectively applied
[27:28] there. Um this also is a 60 fps trailer
[27:31] and it does seem to be running at 60 fps
[27:33] largely. some dips in the mix and then
[27:35] that um the cinematic sequence towards
[27:37] the end is running at kind of 30 fps
[27:41] with some dips roughly in that vicinity.
[27:44] So it's not 100% like lock 60 perfect
[27:47] and also there like some minor image
[27:49] quality faults that you could have but
[27:50] by and large like this is an extremely
[27:52] impressive demo to be running at 60 fps
[27:54] on a console. Good enough image quality,
[27:58] megalytes, super interesting stuff. Um,
[28:01] but yeah, this is just an awesome
[28:03] trailer and I can't wait to see the
[28:04] final game.
[28:06] >> Yeah, and uh I agree actually. Uh, when
[28:08] you were talking about the CRTs, it did
[28:10] occur to me. I think it's funny how the
[28:12] CRTs in this world are essentially like
[28:14] 70s era designs, like the big wood grain
[28:17] boxes with the giant knobs on the side.
[28:19] Like that is very 70s. I wonder how they
[28:23] went with that. It's very, very
[28:24] interesting choice they made
[28:25] aesthetically. Uh, but you mentioned at
[28:29] the end there that that final cut scene.
[28:31] And Tom, this is kind of an interesting
[28:32] topic I've been thinking about lately is
[28:34] cutscenes and frame rates. I think in
[28:38] some ways I actually like how cut scenes
[28:41] look at 30 fps with good motion blur. I
[28:44] know. I know. I it it sounds insane and
[28:46] I don't always love it,
[28:48] >> but I was playing a game recently and
[28:50] we'll have a video up for that next week
[28:52] where I realized like man like with the
[28:54] motion blur shutter speed dialed in
[28:56] >> and just the way everything moves like
[28:57] it just feels really good at 30 and
[29:00] since you're not playing the game there,
[29:02] I don't think it's a big problem. But I
[29:05] kind of want to What do you think about
[29:06] that? like as some we've been covering
[29:08] this stuff for so long and it kind of
[29:10] comes and goes, but what do you think?
[29:14] >> Uh 30 fps for cut scenes, 60 for
[29:17] gameplay. That switch
[29:19] >> Yeah, it's an odd one. It's uh it can be
[29:23] jarring, I suppose, is the main
[29:24] criticism you might have,
[29:26] >> right? No one likes that constant
[29:28] switch, but there's something about it,
[29:31] right? The the reason we've stuck to 24
[29:33] fps in film for so long, the reason we
[29:36] almost reject the move to 48 for some
[29:40] films, I think Avatar did that. The
[29:41] Hobbit did it. Um, but yeah, in the
[29:44] world of film, we almost reject it
[29:46] because of the soap opera effect. Uh,
[29:48] that feeling it's too smooth and our
[29:50] brain, we always prefer to have uh, you
[29:53] know, that that slower update so our
[29:56] brain can fill in the gaps. And that
[29:58] might apply to games as well. Cut
[30:00] scenes. Um, you know, for a more
[30:03] cinematic effect to really hammer home
[30:04] that this is a big moment. That is a
[30:07] cool psychological trick to use as well
[30:09] as a technical limitation. Say if they
[30:10] want to add more to a cutscene in terms
[30:13] of the render budget, you've got, you
[30:15] know, they can whack up the the settings
[30:17] to a higher degree than was otherwise
[30:20] possible. And I love that actually in um
[30:23] in certain games in actual I know this
[30:26] is sacrilege coming from Digital
[30:27] Foundry, but in some games growing up
[30:30] with um like PS2, Dreamcast, you know, a
[30:34] lot of them had poor sub 30 frame rates
[30:36] and I almost loved cherished it for that
[30:39] because I knew that if it was pushing
[30:40] the frame rate that hard, I must be some
[30:43] seeing something that's completely like
[30:45] I've never seen before like in terms of
[30:47] the tech like you know, Killzone 2. uh
[30:50] was one of the big ones. Like I knew
[30:52] that the lighting in that was just
[30:53] incredible and going to some multiplayer
[30:56] maps cuz I played the online mode quite
[30:59] a bit. I knew I was seeing something
[31:01] that I shouldn't be seeing and that the
[31:03] console just couldn't handle. That is
[31:05] cool. Uh but yeah, to go back to Gears
[31:07] of War, um it's a great demo. Uh, I mean
[31:10] it's uh it goes back to the tradition I
[31:14] think Epic have always had of using
[31:16] Gears of War to showcase their latest
[31:18] tech. And one of the happiest, most
[31:20] gratifying parts of that was them saying
[31:21] they've thrown away all the well they've
[31:24] started from scratch in terms of
[31:25] building this game up to represent the
[31:28] latest uh technology that um Unreal
[31:30] Engine 5.8 or 6 5.8 I believe has. So
[31:36] yeah, I'm really glad that we're seeing
[31:38] mega lights with that fixed ceiling uh
[31:40] in terms of performance cost on the GPU.
[31:42] We're seeing the uh order independent
[31:45] transparencies on the the glass there
[31:47] going through from one pane to the next
[31:50] even without the bullet physics
[31:51] penetrating both. They might fix it. Uh
[31:54] yeah, just it's every aspect of this was
[31:57] screaming. This is our big showcase.
[32:00] Fortnite is the the the clearly the
[32:03] headline act for Epic these days, but we
[32:05] haven't forgotten Gears of War and what
[32:07] it means in terms of our legacy uh and
[32:10] in terms of showing what this technology
[32:11] is capable of. So, yeah, great showcase.
[32:14] And now I I really can't wait to play
[32:16] it. Like it feels like a proper uh you
[32:19] know um continuation of that of that
[32:22] series. So yeah, very excited.
[32:24] >> All right, so that's Gears of War Eday.
[32:28] There's e-holes. That's all you need to
[32:29] know. Looks good. But uh we got one more
[32:34] topic to mention on Unreal and then
[32:36] we're moving on. So Epic also talked
[32:39] about Unreal Engine 6. And I don't want
[32:41] to get too in-depth here because there's
[32:43] still a lot we don't know and it's still
[32:45] a long ways off, but it did open an
[32:47] interesting can of worms. And I've been
[32:49] sort of monitoring uh chatter on this
[32:52] and spoke to some developers as well
[32:54] kind of off the record about this kind
[32:56] of stuff. And essentially one of the
[32:58] changes they're making uh in favor of
[33:01] this new language they call verse is
[33:03] there they want to eventually phase out
[33:05] blueprints which is a node graph system
[33:09] uh visual scripting that they Epic
[33:11] itself sort of pioneered. Uh visual
[33:14] scripting and node graphs have become
[33:16] very common in many other engines as
[33:18] well. Uh for instance decim relies
[33:21] heavily on it. the Horizon games, all
[33:23] the questing and logic and stuff, a lot
[33:25] of that stuff did use a node graph
[33:28] system as well. I don't know what
[33:30] they're currently doing, but that's what
[33:31] they did use to make that. Um, and the
[33:35] feeling I've got is that there's like an
[33:37] interesting war between people on this.
[33:40] People get very upset very quickly.
[33:43] You've got on one hand uh the old heads,
[33:46] and I absolutely get this that they
[33:49] don't want to use a node graph system.
[33:51] don't like this especially when the
[33:53] project becomes large is and I think at
[33:55] AAA scale this becomes a huge problem
[33:57] because the messiness of it uh
[33:59] essentially you've got just like a web
[34:01] of like little boxes and lines
[34:03] everywhere linking all these different
[34:05] variables together to create the results
[34:07] and that can indeed be very difficult to
[34:09] parse. Uh, I think it can be useful and
[34:12] good, but it's also something that's
[34:14] difficult to scale at a large size. And
[34:18] a lot so a lot of developers are like,
[34:20] "Yeah, I don't like them. I never used
[34:21] them. I'm glad that they're gone." Um,
[34:24] but there's actually a lot of studios
[34:26] and smaller teams as well that rely
[34:28] heavily on this stuff uh, and have built
[34:31] a lot of their games around it. And
[34:33] yeah, it is a lot of indie stuff and
[34:36] maybe double A stuff like obviously the
[34:39] one of the more famous examples is
[34:41] Expedition 33 which leaned super heavily
[34:43] on this and those developers are pretty
[34:47] upset by this stuff the the removal of
[34:50] this because they've spent years sort of
[34:52] learning it under the feeling that this
[34:54] is one of the big features Epic was
[34:56] supporting and now they just essentially
[34:57] want to pull the rug out and say no this
[35:00] is going to be depreciated
[35:02] And I, you know, tech needs to move on.
[35:06] But the thing is is like if they
[35:09] introduced blueprints and said, "Oh, you
[35:12] can't write, you know, CC code anymore.
[35:14] You have to use this." There would be a
[35:16] gigantic uproar for good reason. So this
[35:18] is essentially like taking away options
[35:20] whether you use it or not. Some people
[35:22] did. And those people are going to be
[35:24] hit by this. And as an amateur myself on
[35:28] that, I liked using the node graphs.
[35:31] I've used them a lot actually,
[35:32] especially for like building materials
[35:35] and like shaders and stuff in Unreal.
[35:38] It's a really fun thing that you can do
[35:40] and it's great if you're just like like
[35:43] I'm not making games in Unreal. Uh but I
[35:46] do like to make things diaramas and and
[35:49] other stuff that's useful and that's a
[35:52] real nice way to do it. Um so I don't
[35:56] know what I want not important. And
[35:57] that's not what I'm not the customer for
[35:59] Epic, but I do feel a lot of these
[36:02] smaller developers uh are being left out
[36:04] on this. And there is some speculation
[36:06] that this is being done in favor of
[36:09] pushing towards AI and vibe coding,
[36:12] which again, I'm going to I don't want
[36:14] to get into that here cuz it's that
[36:16] opens a whole can of worms. But I am
[36:17] curious if you guys uh kept up with any
[36:21] of this dialogue or what are your
[36:22] thoughts on this? I don't know, Oliver.
[36:26] Yeah, I mean, um, it does seem like they
[36:30] are removing blueprints. I mean, their
[36:31] language is kind of ky on this. They're
[36:33] basically saying, "Well, it's going to
[36:34] be deprecated and we're not going to be
[36:36] shipping new features at some point and
[36:38] then we're going to be moving away from
[36:40] it and removing it entirely at some
[36:42] point." That's basically what they've
[36:43] said. Um, this is like a pretty far out
[36:47] change in terms of like if we're talking
[36:48] about deprecation, no new features as of
[36:51] 6.0. 6.0 know is some you know I think
[36:55] we're talking about late 2027 for early
[36:57] access and sometime thereafter for a
[36:59] full release quite a bit uh thereafter
[37:01] for a full release the interesting thing
[37:04] about this to me is that uh they're not
[37:06] actually shipping any UE5 updates
[37:09] apparently not not major UE5 updates at
[37:11] least after 5.8 this is the end of the
[37:14] road as far as we're aware until 6.0
[37:17] until the early access release of 6.0 I
[37:19] know which is quite some time away.
[37:20] That's a pretty long time between UE5
[37:23] version updates. Um but yeah, in terms
[37:25] of the removal of blueprints, I mean
[37:27] there, you know, I'm sure there are a
[37:28] lot of elements here. I think that
[37:30] blueprints are a great technique to
[37:32] experiment uh and work on iterate on
[37:36] ideas here, but actually shipping
[37:38] blueprints in a major way. Like I'm kind
[37:40] of shocked that Expedition 33 runs as
[37:42] well as it does with all those
[37:45] blueprints in the mix. Maybe it's
[37:46] because it's such a limited title in
[37:48] terms of what it's trying to do in terms
[37:49] of the environments, in terms of the
[37:50] complexity of like um you know the open
[37:53] world systems, things like that. But
[37:55] it's kind of shocking to me that games
[37:57] are actually shipping blueprints as much
[37:59] as they are. And perhaps in the name of
[38:02] having an ultimately more extensible and
[38:05] performant framework for iterating on,
[38:07] you know, your gameplay ideas or
[38:08] whatever, perhaps verse is a better
[38:11] option. And yeah, there are some
[38:12] integrations there that do make it
[38:14] possibly more compelling with things
[38:16] like LMS and things like that if that's
[38:18] your want. But I think this is like
[38:20] ultimately, you know, there's a lot of
[38:22] technical debt in maintaining multiple
[38:24] systems like this. So I can understand.
[38:26] >> Sure. Sure. shifting over. But it is
[38:28] unfortunate because like yeah, you do
[38:30] have this example of this game and I'm
[38:32] sure many many other titles like it
[38:34] where you do get a lot of mileage
[38:35] instead of being able to iterate and
[38:36] ship really quickly on this kind of node
[38:38] graph based system and uh that is
[38:40] presumably being removed and it does not
[38:43] seem like there's necessarily going to
[38:45] be an alternative that's as convenient.
[38:48] I guess they're going to have to pull a
[38:49] um uh another realms and stick with an
[38:52] old engine for a long time.
[38:56] was exactly where I was going to go with
[38:58] that actually. The, you know, we've seen
[39:00] a lot of developers like dig their heels
[39:02] in, right? Yep.
[39:03] >> With a previous iteration, uh, famously
[39:06] Square Enix, stuck stuck with Unreal
[39:09] Engine 4, uh, their own kind of version
[39:11] of it that they've modified. So, it's
[39:14] not unheard of. And I I think if it's a
[39:16] preference for some, you know, it's free
[39:19] to try and developers will weigh up the
[39:21] pros and cons of moving to a UE6. And if
[39:24] they really do think it's better for
[39:25] their workflow, then you know they can
[39:27] stick to 5.8 and that's uh keeping a lot
[39:30] of features in place. What might scupper
[39:32] them a bit is when they get to uh when
[39:35] Epic starts revealing more features on
[39:37] top of the 6.0
[39:40] uh path of uh Unreal Engine and then at
[39:43] that point, you know, you've got to
[39:45] adjust or be left behind. Uh which is,
[39:49] >> you know,
[39:50] >> yeah, a decision for them to make. To be
[39:52] clear, I do think that in 6.0,
[39:54] your old good node graph blueprint
[39:57] system, that's still supported, but it's
[39:59] kind of more of an open question. They
[40:00] did talk about support for early
[40:02] versions of UE6, but it's not clear like
[40:04] at what point do they remove it after
[40:06] that point. They're a little bit less
[40:07] clear. And they do say it will be
[40:08] removed at some point. So, if you're
[40:10] just shipping instance 6.0, maybe you
[40:12] can still use blueprints just fine,
[40:14] >> but you know, 6.4
[40:16] maybe not, right?
[40:18] >> Yeah. Yeah. Exactly. And this is the
[40:21] problem with working with an engine you
[40:23] have no control over. Uh Capcom would
[40:26] have no such problem. Uh Guerilla Games,
[40:29] you know, they can uh chart their own
[40:32] destiny.
[40:33] >> Indeed. Indeed. And uh you know, it is
[40:36] interesting to see the types of moves
[40:39] Epic's trying to make versus um some of
[40:43] the stuff happening on internal engines.
[40:45] I It's It's It's a complicated, crazy
[40:48] world. And um yeah, I mean I guess we'll
[40:51] we'll just continue to track what's
[40:53] happening. I'm very curious to see where
[40:55] all of this goes and how developers
[40:57] around the world feel about these
[40:59] changes. So yeah, more soon, I guess.
[41:03] But for now, let's move on to a a very
[41:07] expensive topic.
[41:09] So this is something that Will Jud
[41:11] flagged on the site, and I had to check
[41:14] it out with my own eyes to see it. And I
[41:16] get it, the cost of storage, it's going
[41:18] way up. It's pretty crazy at this point,
[41:21] but SanDisk is offering these new
[41:24] PlayStation 5 officially licensed SSDs.
[41:28] So, that means they have a little
[41:29] PlayStation logo on them. Just so you
[41:31] know, the cost of the 1 TBTE model is
[41:34] already, you know, 380 bucks. Uh, that's
[41:37] pretty high. 760 for the two TBTE. You
[41:40] know, you see that you're like, that's
[41:42] expensive, but it's not like out of
[41:45] affordability. And then there's this 4
[41:47] TBTE model for 1,500. But the one that
[41:50] has us all like kind of staring in awe
[41:52] is the $3,000 8 TBTE model. And Oliver,
[41:57] why don't you tell us all about how
[41:58] you're going to be buying this $3,000 uh
[42:01] 8 TBTE model? No, I'm just kidding. What
[42:04] would you do? Would you spend three
[42:05] grand on this model or would you just
[42:07] buy multiple PS5 Pros instead and just
[42:09] swap them around?
[42:11] >> That Hey, that's a that's a heck of a
[42:13] concept there, John. Uh, I I would take
[42:16] option C, which is I would maybe buy a
[42:20] different 8 TBTE drive because I'm kind
[42:22] of shocked by these prices, honestly,
[42:25] because like, you know, not that long
[42:27] ago in Canada at least, it was possible
[42:30] to get an 8 TB drive for like $800 or
[42:32] so, $900 maybe.
[42:34] >> Um, and even now, I can go on Amazon.ca
[42:37] CA right now and buy an 8 TB SSD for
[42:40] like 1,700 or $1,800 Canadian dollars,
[42:43] >> which would be equivalent to like I
[42:44] think 1,400 or 1300 American. Um, when
[42:47] you factor in the exchange rate, this is
[42:49] more than twice as expensive as that is.
[42:51] And not only is this more than twice as
[42:54] expensive as the going rate for 8 TB
[42:56] SSDs right now, but in the future it
[42:59] might be even higher because the $3,000
[43:01] slightly under $3,000 price tag is
[43:03] discounted from $3700,
[43:07] which is their apparently normal
[43:08] recommended retail sale price for these
[43:11] devices. So, man, that is a really
[43:15] expensive product. Um, I can understand
[43:18] paying a bit of a premium for like a
[43:19] licensed PS6 PS5 drive, but in this
[43:24] case, there's nothing that special that
[43:25] you need to use for a PS5 drive. All you
[43:28] need is a is an um a PC uh Gen 4 SSD
[43:34] with a minimum speed at 5500 megabits
[43:37] megabytes per second, although as we've
[43:39] seen from Rich's testing, that can be
[43:41] considerably below that without not
[43:42] actually having any performance penalty.
[43:44] And ideally a heat sink, although I'm
[43:46] not even sure a heat sink is necessary.
[43:48] People have done various tests on it. I
[43:50] think a heat sink is more just like
[43:51] insurance bit of safety, you know, for
[43:54] like a really more or less really
[43:55] extended workload. Maybe you'd see some
[43:57] performance degradation on on devices
[43:59] because there's not enough air flow or
[44:00] something going to the uh going to the
[44:02] SSD, but in general, it should not be
[44:04] that important. Um, and yeah, the specs
[44:06] drives are really good, but again, you
[44:07] don't need more than about 55 100
[44:11] megabytes per second uh speeds. And this
[44:14] goes up to 7200 megabytes per second
[44:16] speeds, but even still, I see 7200
[44:18] megabytes per second drives for sale for
[44:21] totally reasonable prices relative to
[44:23] this. That's not a good excuse either.
[44:25] Um, I do wonder if they're just pricing
[44:27] this in with, god forbid, the
[44:30] expectation of future price rises in
[44:32] terms of the components, the market
[44:33] price of those components. Uh, that
[44:35] might not be too great here. Um, but I
[44:39] hope this doesn't pretend really
[44:42] negative things for the storage market.
[44:43] I hope this is just one uh retailer, one
[44:47] uh manufacturer trying to mark things up
[44:49] a little bit, make a bit of margin, lean
[44:52] into a PlayStation 5 uh branding
[44:55] opportunity there and uh kind of gouge
[44:58] people a little bit because if this
[45:00] indicates the future direction of where
[45:02] SSD prices are headed in the next few
[45:04] months, that's like extremely negative.
[45:06] We're talking about multiple multiples
[45:09] above where SSD prices were in the
[45:12] before times, which is not that long
[45:14] ago. You know, we're talking about 6
[45:16] months ago, 9 months ago, SSD prices
[45:18] were pretty good uh relative to where
[45:20] they are now. And now they're like a lot
[45:23] higher. And it's uh really devastating.
[45:25] But like I think that this is hopefully
[45:28] not indicative of where things will be.
[45:31] And I don't think it's indicative of
[45:33] where things are right now.
[45:36] Okay, very interesting. Tom, anything to
[45:38] add
[45:40] >> only that I hope this is just a a crash
[45:44] like a phase crash already restore
[45:46] balance restore but you know a temporary
[45:49] one in terms of the
[45:50] >> the longevity of it. Um, it does seem
[45:53] quite quite aggressive though and I
[45:56] don't think I've seen anything in my,
[45:58] you know, in my life uh in this
[46:00] industry. I like it, you know, it's it's
[46:03] incredible. Three grand for an SSD, but
[46:05] a lot of it, as Oliver is saying, does
[46:07] seem to be related to that PlayStation
[46:10] branding. And, uh, you can do much
[46:13] better by looking for just regular
[46:15] Samsung branded ones. And, you know,
[46:18] that's all you need, SanDisk branded
[46:19] ones. But, uh, yeah. Uh probably
[46:22] probably go with option B though. Uh if
[46:25] that was it, get two three PS5 Pros,
[46:28] keep one, toss the other Pros away. Just
[46:30] keep the the MVMES. Just take the MVMEs
[46:33] out of those, but toss the other two
[46:34] Pros and uh yeah, swap them around.
[46:38] If only I had that much money.
[46:41] >> All All right, then. So that's that's
[46:43] not great news, but our next topic, I
[46:46] guess it could be considered some good
[46:47] news. So, last night it was confirmed
[46:50] that out of nowhere, Iron Galaxy is
[46:54] porting Call of Duty Black Ops 1 and 2
[46:57] to PlayStation 5. Uh, and it seems to be
[47:01] the full suite. All the modes,
[47:03] everything seems to be in there. And
[47:07] Oliver, I don't know. I mean, these
[47:09] these were big games. It almost feels
[47:12] like they're pulling the emergency rip
[47:14] cord here. like, oh, we got to go back
[47:16] to, you know, the games that were super
[47:18] popular. This is the Treyarch stuff.
[47:20] These first two Black Ops games were
[47:22] really wellreceived. I think Black Ops 2
[47:23] was a launch title for the Wii U even,
[47:25] which we talked about recently.
[47:27] >> Um, but it's interesting because they
[47:30] only announced it's coming to
[47:31] PlayStation. And I guess when you think
[47:33] about it, the reason would come down to
[47:35] backwards compatibility, right? On Xbox,
[47:39] these games work natively. Well, not
[47:41] natively. these games work via, you
[47:44] know, the backwards compatibility
[47:45] program. So, I don't know. I was kind of
[47:49] reminded of that Red Dead Redemption
[47:51] situation when that first happened where
[47:53] the developer was like, "Hey, you
[47:55] already got it on backwards
[47:56] compatibility, so why bring it?" And
[47:58] then the other users get a direct port.
[48:00] But there's a lot of benefits to having
[48:02] an actual port. So, I don't know. What
[48:03] do you make of this situation knowing
[48:05] this?
[48:07] >> Yeah. Yeah. It's a a concerning
[48:10] situation because I've gone back and I I
[48:12] booted up Black Ops 2 on my Xbox Series
[48:15] X prior to this call and it is still,
[48:18] you know, like a 600p title.
[48:21] Yes, it's not an Xenhanced title. And
[48:24] when you look at I mean the situation
[48:26] with like Red Dead Redemption 2 or
[48:28] rather Red Dead Redemption one
[48:30] chronologically Red Dead Redemption 2 I
[48:32] suppose but you know the game itself Red
[48:33] Dead Redemption one um that game was at
[48:36] least 4K on Series X and Xbox One X. So
[48:40] you look at that title at least relative
[48:42] to the initial version of Red Dead
[48:44] Redemption for PlayStation that was
[48:46] quite competitive with how the game ran
[48:48] on PS5 for the most part. part. I mean,
[48:50] it did not have FSR upscaling. Did not
[48:53] look quite as nice. Um, or I guess it
[48:55] wasn't FSR upscaling in that case. It
[48:56] was FSR native AA. It didn't look quite
[48:59] as nice in terms of aliasing
[49:00] presentation, but broadly speaking, you
[49:02] know, still 4K visuals, still 30 fps.
[49:05] Later, they upgraded the PlayStation 5
[49:07] version to um 60 fps, which did increase
[49:10] that golf a little bit more. And of
[49:12] course, when they released the game
[49:14] again with that new port for all current
[49:17] generation platforms, including Switch
[49:19] 2, including Series X, that situation
[49:21] was rectified. But in this case, it does
[49:24] seem like a bit of a raw deal and just
[49:26] like a really a bit of a misplaced
[49:28] priority to not ship an Xbox version as
[49:30] well because I mean, unless the
[49:32] PlayStation version is literally just
[49:34] like the exact same, you know, I think
[49:37] like sub 600p res like miserable
[49:40] resolution on PlayStation. I think it
[49:42] was like 880 by 720 or something.
[49:44] Something really atrocious that right.
[49:46] It was it was not very good in those
[49:48] titles back in the day. And I would
[49:50] certainly hope they would not just try
[49:52] to replicate that on hardware as
[49:53] powerful as a PlayStation 5. I don't
[49:55] think that's necessary. PlayStation 5
[49:56] Pro, god forbid. Um, so I'd hope that
[50:00] they would actually ship this version of
[50:02] the game across all platforms, but it
[50:03] remains to be seen exactly what they're
[50:04] going to do with this game. It is a very
[50:06] old title. I don't expect any
[50:08] significant graphical enhancements
[50:10] beyond resolution and possibly frame
[50:11] rate, but um yeah, I I really think they
[50:15] need to do the do the full monty here
[50:17] and ship it on everything. I think they
[50:18] need this on why isn't this on Switch 2?
[50:21] You know, that's another question. Like
[50:22] it's a subtitle thing. What's going on
[50:24] here? Because
[50:25] >> exactly
[50:25] >> Switch 2 should be capable of handling
[50:27] this game at, you know,
[50:29] >> 60 fps, high resolutions. Like there
[50:31] should be no impediment to shipping this
[50:33] game across
[50:34] >> anything that can hold the charge at
[50:36] this point because the game is so old.
[50:38] So why aren't they doing it? I just
[50:40] don't know.
[50:42] >> Tom, what do you think?
[50:44] >> Yeah, it is odd because they only
[50:46] announced this as a a small tweet and
[50:48] then a follow-up tweet to say, you know,
[50:51] all modes are included. Zombies,
[50:53] multiplayer, campaign, so you're getting
[50:56] everything. It's the comprehensive
[50:57] package on both games. Yet I if this was
[51:00] their moment to really drive home the
[51:03] value of this port, they would have
[51:05] announced those things. Switch 2, you
[51:06] know, they would have announced um you
[51:09] know, some sort of resolution upgrade,
[51:10] you know, at least, you know, it was
[51:12] such a brief line that, you know,
[51:15] wouldn't it wouldn't have hurt to at
[51:17] least mention some of the uh
[51:19] improvements. I find it impossible to
[51:21] imagine if you're starting from uh you
[51:23] know, a fresh port, I guess. Yeah. So,
[51:27] it it's very surprisingly vague is what
[51:29] I'd say and that uh they didn't really
[51:32] go into any details, but if they've
[51:34] revved up Iron Galaxy to
[51:37] um be involved with that that game again
[51:41] and got them fired up to be make, you
[51:43] know, engaging with it. It wouldn't be
[51:45] surprising uh to me if they did have
[51:47] Switch 2 sort of being prepped for
[51:50] something down the line, you know, in
[51:51] terms of the return on investment to get
[51:53] a whole developer working on this stuff.
[51:56] But uh yeah,
[51:57] >> indeed indeed.
[51:58] >> Who knows? Guess
[51:59] >> we'll find out. Might check this out
[52:01] when it releases, though. I'll be
[52:03] curious to see like what they actually
[52:04] do to it. If it's just a resolution
[52:06] boost or if they actually do some kind
[52:08] of additional enhancements. Guess we'll
[52:10] find out soon. All right, though. Couple
[52:13] more topics to cover and then we're
[52:16] done. So, this next topic actually
[52:19] brings us to something that I guess has
[52:22] sort of fallen out of fashion and the
[52:25] never was really mainstream to begin
[52:26] with, but it's VR talk. But, I've been
[52:29] kind of wondering, I guess, like what's
[52:31] going on in the VR space, especially the
[52:34] high-end VR space. So, I was offered an
[52:37] opportunity to toy around with a new
[52:40] unit from Pimax, relatively new. It's
[52:43] their Dream Air headset. This is a very
[52:46] expensive headset. It's like two grand
[52:48] uh and a little more if you want the
[52:50] inside out version with the tracking
[52:52] controllers, but you know, this is still
[52:56] very popular in the PC VR space, the
[53:00] sort of high-end ultra high resolution
[53:02] VR headsets, uh designed specifically
[53:04] for things like racing, anything with a
[53:08] cockpit, stuff like that. Right. I've
[53:10] been using the Quest 3 headset as my
[53:13] main for a while. I like the wireless
[53:15] features. The pancake lenses are good.
[53:17] Good optics there. Uh but it's obviously
[53:19] held back by the fact that it's using
[53:21] LCD screens with very poor black levels.
[53:25] And you know, the resolution, while
[53:26] still very sharp, it's starting to show
[53:28] its age. So these new this new Dream Air
[53:32] then is designed to sort of compete I
[53:34] guess with what was the big screen VR
[53:36] headsets which is they've essentially
[53:39] created a very tiny ultra thin headset
[53:42] using Sony micro OLED screens um with
[53:47] their own pancake lenses uh but in ultra
[53:51] high resolution so they call it like an
[53:53] 8K headset. So the actual resolution
[53:56] then of the screens, it's about 3840 by
[54:00] 3552 pixels per eye. So if you combine
[54:03] them, then you're looking at essentially
[54:05] 27 million pixels or an 8K resolution.
[54:10] And the reason that's interesting here
[54:12] is that this is the first headset I've
[54:14] ever tested where the the pixel density
[54:18] is now so high that I can no longer
[54:20] perceive pixels at all. It is like I
[54:24] guess the retina display equivalent for
[54:27] a VR headset. And it's my first time
[54:29] experiencing this, right? Cuz up until
[54:30] now, even with fairly high resolution
[54:32] headsets, you could still see the
[54:34] individual pixels, right? It felt like
[54:36] you're looking into a grid of pixels,
[54:38] which is almost like it's it's it
[54:40] improved. It's like the screen door
[54:42] effect that you always heard about where
[54:43] it feels like you've got a layer of
[54:44] pixels on top of what you're looking at.
[54:46] But here the resolution is now so high.
[54:49] The the resolve on detail is so
[54:52] exceptionally sharp that it genuinely
[54:55] feels like you're peering through like
[54:57] more like a camera lens or like an
[54:59] actual lens into the real world. And
[55:02] I've never seen anything like this.
[55:04] Playing a game like Halflife Alex, when
[55:06] you pick up a pistol and you're like
[55:08] examining the markings and the details
[55:10] on the gun or the russles which have all
[55:12] those little chips and everything sort
[55:14] of mounted on your hand there, like it
[55:17] looks like a real object. Like it's hard
[55:21] to explain. I don't know. Can you guys
[55:22] picture what I'm talking about here?
[55:23] Where it's just like the resolution is
[55:25] now so high that it just removes that
[55:27] barrier completely. And when you couple
[55:30] that with like, you know, the fact that
[55:31] these are OLED screens, so the black
[55:34] levels are great. They're super bright,
[55:36] super clear. Uh it just feels like we're
[55:39] reaching like a new level of clarity and
[55:41] realism for VR. That was kind of
[55:43] exciting.
[55:44] >> So, um I don't know. What do you guys
[55:46] think of of this like idea conceptually?
[55:50] >> And you got me excited to try it. And uh
[55:52] it's a fully wired solution as well. So,
[55:54] >> currently, yes.
[55:56] >> Okay. So latency not a problem, right?
[56:00] That's one another one of the barriers I
[56:01] guess for VR.
[56:02] >> I would say wireless VR is pretty lag
[56:04] free. I mean there is some latency but
[56:06] it feels good and I'm I'm happy with
[56:08] wireless VR. Uh but I must admit going
[56:11] back to both wired and then the ultra
[56:13] high-risisk screens. Yeah, it does kind
[56:16] of highlight a difference where it's
[56:18] just it's artifact free, right?
[56:21] >> Yeah. No, it sounds uh appetizing. I
[56:24] tell you what, maybe I'll pop over to
[56:26] your place sometime, give it a try.
[56:29] >> It's It's worth looking at. And again,
[56:30] this is not this is like the opposite of
[56:33] a mass market product, right? This is
[56:35] not for the general audience. This is
[56:37] strictly a high-end VR solution for a
[56:40] very specific audience, but seeing what
[56:44] it's able to deliver and a wider FOV to
[56:47] boot, by the way, so like you actually
[56:49] see more of the image around you. Um,
[56:52] it's super super cool and impressive.
[56:55] And yeah, I think for cockpit based
[56:57] games, that's probably where it really
[56:58] shines based on my experience as well.
[57:00] There is like even at a normal distance
[57:03] when you're sitting like in an F1 car
[57:05] cockpit now, you can look at all the
[57:06] little dials and bits and bobs in the
[57:08] cockpit around you
[57:10] >> and everything is completely legible.
[57:13] >> Uh, it's honestly nuts to see it. So,
[57:17] uh, it also only weighs. It's like 170
[57:20] g.
[57:21] It's this very It's so thin and light
[57:24] that it doesn't have that like normally
[57:26] with a larger headset when you move your
[57:28] head, you feel like this delayed weight
[57:30] of the headset shifting, right? And
[57:32] that's just gone. Like it now feels just
[57:34] like a bulky pair of glasses as opposed
[57:37] to like a giant headset sticking off
[57:40] your face, which again makes like head
[57:42] movement feel a lot better because you
[57:44] no longer feel that additional weight,
[57:46] right?
[57:48] So, what games did you try? You've done
[57:49] Alex, you've done uh F1.
[57:51] >> So, yeah, I did F1 because I had that
[57:53] installed. Um, let me actually bring up
[57:55] the list of stuff that I was playing
[57:57] around with. Of course, I did the
[57:58] HalfLife 2 VR mod. Um, I did Grip Combat
[58:02] Racing, which made me want to throw up
[58:04] because it's like too much.
[58:07] Uh, Alien Rogue Incursion VR. That's
[58:10] actually interesting. When I first
[58:11] loaded that up, I was like, wait, the
[58:13] frame rate's not very good here. Like,
[58:15] what's going on? And it turned out, I
[58:16] guess, with the way Steam VR works and
[58:18] like the automatic scaling, it was
[58:20] trying to render it at like 16,000
[58:22] by7,000 resolution, so 16K. And it
[58:27] worked, but uh it didn't work well. What
[58:30] was interesting though is that because
[58:32] uh it has the um what is it? The time
[58:36] warp stuff, right? Like to sort of
[58:38] interpolate frames when your frame
[58:40] rate's lower on head movement. uh the
[58:42] actual head movement looked completely
[58:44] smooth, but when you would move the 3D
[58:47] objects like your hands in the world, it
[58:49] was extremely choppy because of the
[58:51] super high resolution. So, it's funny to
[58:54] see that work, but yeah, you're not even
[58:56] with the 5090 like 16k super sampling,
[59:00] not super doable. Uh, also Riven.
[59:04] Riven's a good one. I like the VR in
[59:06] Riven. If you guys have checked it out,
[59:07] that remake of the game, it just it's
[59:10] crazy immersive to be wandering around
[59:12] in there and the new contrast and
[59:14] brightness of these screens and clarity.
[59:15] It's like I could only dream of this
[59:17] back in the '9s, being able to
[59:19] essentially peer into this world.
[59:22] So, it's it's cool. I like to see this.
[59:26] I think it's a really neat thing. Um,
[59:29] I'm happy to see VR continue to evolve.
[59:31] I definitely still prefer wireless to
[59:33] wired, but I also understand that you're
[59:36] not going to be able to transmit the
[59:38] kind of data necessarily over wireless
[59:40] at this kind of fidelity right now.
[59:42] Necess
[59:44] doesn't seem that likely because the
[59:46] bandwidth requirements for this is
[59:48] pretty nuts.
[59:50] So um
[59:52] >> that's crazy. What is the interface for
[59:54] that to the PC? Is it a USB high
[59:56] bandwidth USB? Let me talk about this
[59:57] cuz there is a couple little uh
[1:00:00] >> sort of issues and caution flags here.
[1:00:02] First of all, yes, it uses USB cable
[1:00:05] >> and display port together, right?
[1:00:08] >> Uh but when I first installed this, so
[1:00:10] you have to install the PMAX software,
[1:00:13] which is it's improved. I would say it's
[1:00:15] completely fine. It's like the interface
[1:00:17] between the headset and Steam VR.
[1:00:20] Basically, you put the headset on, it
[1:00:21] goes into that software, and you can
[1:00:22] just launch Steam VR from there. It's
[1:00:24] fine. But when I first installed the
[1:00:25] headset, I was not able to get a
[1:00:27] picture. It would not actually power up.
[1:00:29] And it turns out that if your
[1:00:31] motherboard has uh onboard video and you
[1:00:35] do not have that disabled in in the UF
[1:00:37] UEFI, the bias or whatever, it will not
[1:00:40] work. It will not go to the secondary
[1:00:43] graphics card. It will try to use the
[1:00:46] built-on uh built-in video and you won't
[1:00:49] overight
[1:00:50] >> which is super annoying. Uh I searching
[1:00:53] online a lot of users encountered this
[1:00:55] which is how I kind of figured out like
[1:00:56] oh wait that's what's going on here and
[1:00:58] that was what was going on. Once I did
[1:00:59] that it was fine but that did make the
[1:01:02] setup slightly annoying because it it
[1:01:04] didn't really indicate why it wasn't
[1:01:06] working. It just failed the connection
[1:01:09] to display port and yeah so that's a
[1:01:12] little bit of a pain. Uh there's also,
[1:01:15] you know, again, you've got to fiddle
[1:01:16] with the automatic sort of scaling
[1:01:18] features of Steam VR because the
[1:01:21] resolution is so high that by default it
[1:01:24] was often trying to just render stuff at
[1:01:26] like a stupidly high resolution upwards
[1:01:28] of like I said 16K and the performance
[1:01:31] is just not good there. So, uh you've
[1:01:34] got to pay attention to that. But again,
[1:01:36] Steam VR has all these functions within
[1:01:38] it to sort of modify that as you go. So
[1:01:41] you can adjust each game or the overall
[1:01:43] Steam VR experience to whatever
[1:01:45] resolution and performance target you
[1:01:47] desire.
[1:01:49] By the way, headset is 90 Hz native. I
[1:01:52] think you can do 72 Hz as well, but 90
[1:01:54] Hz is the target, which I think is a
[1:01:56] pretty good uh pretty good middle ground
[1:01:59] here. It's it you get very clean motion
[1:02:01] clarity at 90 Hz, but it's not as
[1:02:04] difficult to drive as something like 120
[1:02:07] because yeah, you're you know, you're
[1:02:09] rendering at such high resolutions here.
[1:02:11] Essentially 8K all the time that yeah,
[1:02:14] you need it. So, I don't know. Any other
[1:02:17] questions about this? It was just it was
[1:02:19] just kind of a weird thing and it's fun
[1:02:20] to experiment with.
[1:02:23] >> How was your How was performance
[1:02:24] overall? You're driving it with an RTX
[1:02:26] 5090, am I right? And I I feel like
[1:02:28] >> so that's the that's the other thing.
[1:02:30] >> And that's the thing, Tom. Because it's
[1:02:31] such a high-end product and it's very
[1:02:34] much only targeting that sort of user, I
[1:02:37] suspect anyone that's picking up a
[1:02:38] headset like this would also have a
[1:02:40] high-end GPU, right?
[1:02:43] >> Uh so and technically, I mean, you can
[1:02:45] drive this on a lower power card if you
[1:02:49] are willing to drop the resolution, but
[1:02:50] then you lose obviously the big benefits
[1:02:53] of having such high resolution screens.
[1:02:55] Either way, I just got to say like I
[1:02:57] wanted to mention this because it's it's
[1:03:00] cool to see. The only thing still
[1:03:02] missing in VR is like the peripheral
[1:03:04] vision outside of the sweet spot. It's
[1:03:07] still black, right, naturally. And I was
[1:03:10] thinking about that because of the way
[1:03:11] lens optics works. It's a hard problem
[1:03:13] to solve. But what if they like
[1:03:14] installed some sort of like
[1:03:18] lighting system that would sort of like
[1:03:20] match the color that's being displayed,
[1:03:23] you know what I mean? within the lenses
[1:03:25] themselves somehow as like a just a
[1:03:27] peripheral light like even if it's not
[1:03:30] something you can visually focus on
[1:03:32] >> just some
[1:03:32] >> a bit like those Philips Huegh lights
[1:03:35] behind TVs.
[1:03:35] >> Yeah, I was thinking about that. I'm
[1:03:37] wondering how that would actually work
[1:03:38] if it would look good. Uh just some way
[1:03:40] to sort of fill in that peripheral area
[1:03:42] rather than just being black space cuz I
[1:03:44] mean I'm already used to it. I wear
[1:03:45] glasses, right? So the area outside of
[1:03:47] the sweet spot it's blurriier normally
[1:03:49] as expected. Uh, but there is still
[1:03:52] light and stuff happening around there
[1:03:54] as opposed to just pure black. So, so
[1:03:57] even though the FOV is wider, you still
[1:03:59] have that black border problem, which is
[1:04:01] something that nobody's been able to
[1:04:02] solve yet. Uh, but yeah, that's that's
[1:04:05] pretty much that. So, let's uh
[1:04:08] >> How much?
[1:04:09] >> Very very cool.
[1:04:10] >> Oh, I as I said at the beginning, super
[1:04:13] high-end, dude. I mean, I guess it's
[1:04:14] less less than the Apple Vision Pro was.
[1:04:18] >> Less than an eight terab SSD job.
[1:04:21] Yes. Uh I think there's a model that
[1:04:24] uses the Steam uh lighouses that's like
[1:04:28] 17 or 1800 and then there's like the
[1:04:31] 2200ish
[1:04:33] one for which has the inside out
[1:04:35] tracking the slam version as they call
[1:04:37] it which ships with its own controller.
[1:04:40] So it's basically around two grand for
[1:04:43] this. Um, but yeah, it is a niche
[1:04:47] product, right? And it's selling for
[1:04:50] niche prices, though less niche than
[1:04:51] Apple Vision Pro. And it looks a lot
[1:04:54] better than the Vision Pro. The
[1:04:55] screenwise, I'm saying like the
[1:04:57] difference between the Vision Pro and
[1:04:59] this in terms of clarity, it's light
[1:05:02] years better. I feel like this is the
[1:05:05] type of display Apple would have wanted
[1:05:07] in the Vision Pro, but was not able to
[1:05:09] deliver. uh because it really does
[1:05:11] provide that true like real life clarity
[1:05:15] that I think we've been looking for for
[1:05:16] a long time. So yeah, that's where we're
[1:05:20] at.
[1:05:20] >> Amazing.
[1:05:21] >> Anyway, let's move on to the final topic
[1:05:24] here. So, as we've been doing lately, uh
[1:05:28] we've been using the Digital Foundry
[1:05:30] time machine, the website that Will Jud
[1:05:33] built to look back at things that
[1:05:35] happened on Digital Foundry one year,
[1:05:36] five years, and 10 years ago. Uh, one
[1:05:39] year ago, uh, it looks like I posted the
[1:05:42] review for Death Stranding 2, which was
[1:05:44] cool.
[1:05:46] And Alex posted the the DF Retro EX
[1:05:50] video on Doom 93 up through the Dark
[1:05:52] Ages, which was also cool. Uh, lot of
[1:05:56] stuff happening there. Oliver, you did a
[1:05:59] video, it looks like, on Switch 2
[1:06:02] improvements that were happening at the
[1:06:04] time, such as the Pokemon Scarlet and
[1:06:07] Violent improvements, cuz we were still
[1:06:09] in the Switch 2 era, right? We also
[1:06:11] looked at Mind's Eye last year. My
[1:06:13] goodness.
[1:06:14] >> Oh, yeah. I took that one on. That was
[1:06:16] uh good fun.
[1:06:17] >> The big one for me though is five years
[1:06:19] ago, we released part one of the DF
[1:06:22] Retro episode I did on the launch of
[1:06:24] PlayStation 1, which I look back on
[1:06:26] fondly. It was one of my favorite
[1:06:28] episodes to ever work on. Uh it was Audi
[1:06:31] and I worked hard on that. We spent like
[1:06:33] a full month just like crazy long hours
[1:06:36] putting that like multi-hour thing
[1:06:37] together. But it was just a great time
[1:06:40] revisiting all those different games and
[1:06:42] looking at them in detail. And the
[1:06:44] Japanese launch itself was a lot of fun
[1:06:46] to cover because there's titles in there
[1:06:49] that never came out anywhere else. And
[1:06:51] from a modern perspective,
[1:06:53] very strange or interesting. Like uh
[1:06:57] there was Tama, which is the like the
[1:07:00] mysterious tale of like the little ball.
[1:07:02] It's like a one of those maze games
[1:07:04] where you roll the maze around. You have
[1:07:05] to roll the ball through it. Like that
[1:07:07] was actually a launch title.
[1:07:10] >> Oh my gosh. I don't know. Did Did any of
[1:07:12] you guys ever get a chance to watch that
[1:07:14] episode? I know it was long.
[1:07:16] >> I sure did. I lapped it up. I'm a huge
[1:07:19] Well, that's were you know a huge part
[1:07:20] of my teenage years growing up with the
[1:07:22] original PlayStation and and uh you
[1:07:26] provided an amazing insight into the
[1:07:29] culture and the the atmosphere that
[1:07:32] surrounded uh gaming at that time. you
[1:07:35] know, the wider the wider sense of where
[1:07:37] people were in terms of moving from Sega
[1:07:39] or Nintendo and seeing this newcomer
[1:07:41] enter the space and, you know, the the
[1:07:46] fact that Sony managed to drum up so
[1:07:48] much excitement amongst developers
[1:07:50] through their music roots, like their
[1:07:51] music production roots to get uh some
[1:07:55] amazing ideas, amazing creatives working
[1:07:57] on launch titles. Uh yeah, which I think
[1:08:00] really just defined where PlayStation
[1:08:03] would go on. Um, yeah. So, it's a
[1:08:06] incredible video. I'm now got the uh the
[1:08:08] full marathon up on my browser here.
[1:08:11] It's about 2 hours 46 minutes.
[1:08:13] >> Oh, yes.
[1:08:14] >> of pure PlayStation one goodness.
[1:08:17] >> Indeed.
[1:08:19] >> Must see. Must see if you've not seen it
[1:08:21] already.
[1:08:21] >> Yeah. Yeah, it was like a bunch of
[1:08:22] little mini DFRs in there since we
[1:08:24] looked at every game and there was lots
[1:08:26] of comparisons with them like the four
[1:08:29] fiveway NBA Jam comparison, Rayman,
[1:08:32] stuff like that's in there. All kinds of
[1:08:34] good stuff. So, if you haven't seen it,
[1:08:36] do check it out. Uh although I have to
[1:08:40] look back 10 years ago, Tom, we we were
[1:08:44] cranking stuff out. Uh, it looks like
[1:08:47] you did a video on Breath of the Wild
[1:08:49] for the Wii U, which is fun.
[1:08:53] >> Yep. Yep. That was uh Wii U. Switch
[1:08:57] wasn't out by that point, was it? It was
[1:08:59] the next year that Switch came out. Just
[1:09:01] had the Wii U version.
[1:09:03] Yeah. What a time. And we were all We
[1:09:05] knew something was coming. We knew
[1:09:07] something was coming uh up with
[1:09:08] Nintendo's next machine,
[1:09:10] >> right? No, you're right. I'm looking at
[1:09:11] it now. This is a video that you and I
[1:09:14] both talked about. We were both in this
[1:09:16] video and it was discussing the early
[1:09:18] sort of gameplay footage out of the Wii
[1:09:20] U version. I was at that E3 and they
[1:09:23] obviously the Switch wasn't announced
[1:09:24] yet. So, uh, all the demo stations,
[1:09:27] everything was done on the Wii U. And I
[1:09:30] still think the game really felt like it
[1:09:32] was crafted for the Wii U and like the
[1:09:34] whole like Shikica slate thing like
[1:09:36] what? It's a it's a Wii U gamepad. Come
[1:09:38] on now.
[1:09:40] >> So,
[1:09:41] >> uh, it just
[1:09:42] >> it's interesting. That version is cool
[1:09:44] though. It runs worse than Switch One,
[1:09:46] but it's amazing that a game like that
[1:09:48] could run at all on the Wii U.
[1:09:51] >> Perfectly it perfectly enjoyable as
[1:09:54] well. Like there are some more frame
[1:09:55] rate drops, but uh you could definitely
[1:09:58] have a great time on that. Um I think it
[1:10:01] was the the big request for the
[1:10:03] follow-up like Tears of the Kingdom to
[1:10:05] really show what Switch One could do.
[1:10:07] And um funnily enough, that seemed to
[1:10:10] fall behind people's expectations in
[1:10:12] some performance terms and it became
[1:10:14] clear that Switch 2 was the target as
[1:10:16] well for that one. So
[1:10:17] >> indeed,
[1:10:17] >> and Nintendo loves to do their um two
[1:10:20] console releases like uh just on the the
[1:10:22] precipice, the kind of dividing point
[1:10:24] between two generations. They always
[1:10:25] release a new Zelda every time.
[1:10:28] >> Yeah, that kind of started with the
[1:10:30] GameCube to Wii transition, didn't it?
[1:10:33] >> Yeah.
[1:10:34] >> Yeah. Good times. I guess the last the
[1:10:36] other thing 10 years ago was I took a
[1:10:38] look at Mighty Number Nine on the Wii U.
[1:10:42] >> I don't know if you remember that
[1:10:43] version but
[1:10:44] >> I remember you being so disappointed.
[1:10:45] >> Well, beyond Mighty Number N itself
[1:10:47] falling super short of expectations, and
[1:10:49] that's a whole crazy situation. The Wii
[1:10:52] U version was rotten. It was so bad. It
[1:10:55] performed so poorly.
[1:10:57] >> It's really hilarious to look back at
[1:10:59] that port. I don't know, Oliver, did you
[1:11:02] ever follow any of the Mighty Number N
[1:11:03] stuff?
[1:11:05] Uh, not too closely. Wasn't there like a
[1:11:07] 3DS version as well that got cancelled
[1:11:09] in the mix there?
[1:11:10] >> Oh, there was a 3DS and VA versions
[1:11:12] announced, right? Obviously, they never
[1:11:14] happened. And we always were like, yeah,
[1:11:16] I mean, this is an Unreal Engine 3 game.
[1:11:19] >> Uh, if they're going to bring it to 3DS
[1:11:21] and VA, they basically got to make a new
[1:11:22] game. And they never did. Obviously,
[1:11:27] I don't think it was ever like
[1:11:28] officially cancelled in the fact that
[1:11:31] they said, "Oh, we're not making this
[1:11:32] anymore." more like I think they just
[1:11:33] you know
[1:11:34] >> everybody stopped talking they stopped
[1:11:36] talking about Mighty Number Nine.
[1:11:38] >> Yeah.
[1:11:39] >> Uh for Yeah. What a time.
[1:11:42] >> But that's going to do it. That's the
[1:11:43] end of the show. Um thank you for
[1:11:46] joining me, guys.
[1:11:48] >> Pleasure. Pleasure.
[1:11:49] >> Great to be here.
[1:11:50] >> It's so difficult to follow up the
[1:11:52] amazing Rich Lead Better. So, I tried my
[1:11:54] best, but we got through it. Hopefully,
[1:11:56] it's good enough. Rich will be back in
[1:11:58] the hosting seat next week and we'll
[1:12:00] continue with DF Direct. But thank you
[1:12:02] everyone for making it to the end. Be
[1:12:04] sure to check us out on
[1:12:05] digitalfoundry.net.
[1:12:07] Uh you know, we got that awesome Patreon
[1:12:09] over there. You can come hang out on the
[1:12:11] on the DF Discord and say, "Man, we need
[1:12:14] more Rich hosting." Or also go into the
[1:12:17] great topic about is Richard eating
[1:12:19] dinner, which was blowing up last night.
[1:12:22] So the answer is yes, he was eating
[1:12:24] dinner last night. But that's going to
[1:12:26] do it from us for now. So, thanks for
[1:12:28] watching and we'll see you next time.
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