Digital Foundry Article Technical Discussion [2024]


I wish that DF would start to criticize the stutters between camera cuts more. Death stranding cutscenes on the same engine look a million times better than horizon, even just for not having them.

Can you imagine going to a movie and every camera cut the image freezes for a split second, or the physics on a cape glitch out, or things appear out of nowhere? It's dumb.

This remaster improves things, but it's still not good enough. Replayed some PS2 games and the camera cuts are pretty much always perfect for the big games.
 
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HZD remaster looks great overall. Perhaps I missed it in the video but the shadows of Aloy at 12:50ish (running in desert shot) have some weird grainy/ghostiness in the remaster version... I can't tell if it's related to the dust effect that seems to be added there or whether some temporal effect is having issues there or both? In any case doesn't seem to be something that crops up in a ton of places, just made me curious:
 
It's mostly a good improvement, but there's some artistic choices I'm not necessarily a fan of. The main one is simply how bright green so much of the foliage is, which is especially egregious when they've added much more of it. It just looks a little too starkly contrasted against the rest of the environment, especially against all the more reddish-oranges. Other point is probably that they seem to have slightly changed the tone of some of the areas/times of day. Not sure if that's cuz of lighting changes or something, but in certain situations, I feel there's a little less of its previous atmosphere.

An example of the excess bright green I'm talking about:

horizon remaster comparison.jpg

Overall though, I'll probably buy this at some point down the line when I've upgraded my PC.
 
@Dictator whoever did the arl review. If they want to get more out of it;

In bios:
Ring 42. Ngu 34, d2d 34 and must be gear 2. 8400xmp kit

Just adding a faster mem kit without boosting NGU and D2D is pointless as they'll be the chokepoints.

none of that should require any more tuning than just setting those parameters and saving it.
 
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What I basically want these days is Valve to release SteamOS for Desktop.. which works well with Nvidia GPUs, and shader precaching for basically most games courtesy of Fossilize. I'd probably dump Windows at that point.. since MS doesn't seem interested in making something similar for DirectX and Windows at this point.
 

DF Direct Weekly #186: Teraflop War OVER, Killzone Dead, Alan Wake 2 PS5 Pro, Silent Hill 2 Patched!​

0:00:00 Introduction
0:01:04 News 1: Former Sony exec says console race has plateaued
0:22:43 News 2: Alan Wake 2 PS5 Pro previewed!
0:32:47 News 3: Guerrilla Games is done with Killzone
0:43:53 News 4: Wayfinder tested on PS5!
0:55:01 News 5: Sonic X Shadow Generations tested
1:06:28 News 6: Ragnarök PC performance improved
1:13:18 News 7: Silent Hill 2 PC patch decreases stutter
1:20:42 Supporter Q1: Could the next Xbox be a hybrid with a GPU in the dock?
1:26:37 Supporter Q2: Is the games industry becoming more risk-averse?
1:33:34 Supporter Q3 Is John still using his Meta Quest 3?
1:40:16 Supporter Q4: Does Guerrilla’s new image treatment solution stem from Death Stranding 2?
1:46:23 Supporter Q5: Has John played any modern game consoles on CRTs with the RetroTINK 4K?
1:50:32 Supporter Q6: How will you cope with covering so many PS5 Pro enhanced games?
 
Though I don't suspect the OS is the only reason for stutter
I skimmed the fossilize source and I don't think the OS actually really has anything to do with the shader compilation issues TBH (which is handled similarly between Vulkan and DX). I don't see any reason why Steam or any other platform couldn't use a fossilize equivalent on Windows/DX. It is basically just crowd-sourcing PSO cache inputs, similar to what game developers should really be doing with their own run-throughs. It is thus not a solution for the day 1 (or day of patch) experience, but can obviously be a good mitigation once a game is out in the wild.

The main issues with Windows on these devices are definitely the UI, and I agree with the DF video that this can't really be satisfactorily solved with vendor frontends. That said... in the end if the games work why does anyone - myself included - really care if Steam's UI is running on Windows or Linux under the hood on these devices? I'm still nowhere near the point where I'd consider Linux as a primary desktop OS but on these gaming devices I'm not sure I care?
 
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What I basically want these days is Valve to release SteamOS for Desktop.. which works well with Nvidia GPUs, and shader precaching for basically most games courtesy of Fossilize. I'd probably dump Windows at that point.. since MS doesn't seem interested in making something similar for DirectX and Windows at this point.

Nvidia made part of its driver in Linux open source a little over a year ago and it was only in July of this year that it made the driver open source as the standard. It will take a while for them to have the same support as AMD, which has had open source drivers since 2015.
 
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