Digital Foundry Article Technical Discussion [2025]

So DF confirmed that Street Fighter 6 on Switch 2 is using DLSS. Natively renders at 540p DLSS'd to 1080p Docked.

Meanwhile the PS4 runs the game at native 1080p.

Any suspicion as to why this is? Is it more likely the GPU or the memory bandwidth?

I suspect DLSS takes a bigger hit to memory bandwidth at 60fps on a Unified Memory system thus forcing 540p.

It's probably the memory bandwidth, it's almost half of the PS4. The same thing happened with Xbox One games.
In fact, everyone keeps comparing the Switch 2 to the PS4, but the Xbox One seems like a more realistic comparison.
 
shared by @Bludd in the corresponding thread.


I wonder how Alex can play on Windows XP and share with John Linneman, 'cos afaik if you ever connect a Windows XP machine to the internet, in a few minutes your machine is going to be full of viruses 'cos XP support stopped many years ago and pirates know all the exploits.
 
I wonder how Alex can play on Windows XP and share with John Linneman, 'cos afaik if you ever connect a Windows XP machine to the internet, in a few minutes your machine is going to be full of viruses 'cos XP support stopped many years ago and pirates know all the exploits.
I would assume they use a capture card on a modern PC to capture the video and screen share. Also, I have an XP computer, and a Windows 98 one that I sometimes connect to the internet and it's fine, unless you do things that are not fine.
 
Well, you don't connect PC's straight into the internet. Like most things, you sit them behind a competent firewall, and I'm not talking about the one built into your operating system. You can't imagine the incredble age of devices which underpin billion dollar companies, all of which are sitting behind corporate firewalls.

I've got a Win3.1 box, a Win98 box, and an XP box which all have access to the internet -- the difference is, none of the internet has access to those particular boxes. They've been fine for a very long time, and they'll continue to be fine.
 
Fully agree with the change in color palette changing the atmosphere of the game.

The brown look is just not that inviting for what’s suppose to be a lush fantasy setting.
 
It never fails to surprise me how studios and publishers just release games like Elder Scrolls Oblivion Remake where the game just constantly hitches as you traverse the game world. On every platform it does it... developers presumably played and tested their game... how are they just ok with releasing a god damn game where TRAVERSAL IS LITERALLY THE EXPERIENCE... and the game can't even do it properly? Why are games not able to properly stream in and load assets in the background?

It's just insane that basic fundamentals of moving around the game world is filled with obnoxious stuttering and hitching... and people act like it's acceptable. Ridiculous. I mean could you just imagine if a game like Super Mario Bros. on the NES stopped and hitched randomly as the level scrolled from right to left?? What the hell are we even doing?
 
I'd be curious to know how much of the gameplay code was updated because the game features some of the bugs from the original. Oblivion didn't exactly come out at a time when good multi-threading was a consideration.
 
I'd be curious to know how much of the gameplay code was updated because the game features some of the bugs from the original. Oblivion didn't exactly come out at a time when good multi-threading was a consideration.
Presumably very little. The same bugs are still present.
 
It never fails to surprise me how studios and publishers just release games like Elder Scrolls Oblivion Remake where the game just constantly hitches as you traverse the game world. On every platform it does it... developers presumably played and tested their game... how are they just ok with releasing a god damn game where TRAVERSAL IS LITERALLY THE EXPERIENCE... and the game can't even do it properly? Why are games not able to properly stream in and load assets in the background?

It's just insane that basic fundamentals of moving around the game world is filled with obnoxious stuttering and hitching... and people act like it's acceptable. Ridiculous. I mean could you just imagine if a game like Super Mario Bros. on the NES stopped and hitched randomly as the level scrolled from right to left?? What the hell are we even doing?
yeah, that sucks. There is some kind of solution, it seems, but I haven't tried it because I don't have the game for now.

 
So tired of UE5.


If the underlying game - the logic, simulation, scripting etc - is unchanged from the 2005 version then the problem may not be UE5. The game used to iirc work on a grid based system, where whole cells were loaded, dumped, or had their contents and LOD adjusted at once. This would trigger significant stutters as you moved across cell boundaries - the game was constantly hitching. If the game is still doing this to maintain the behaviour of the original, then you might expect to see similar behaviour.

But yeah, they've managed to capture the 'feel' of the original Oblivion ... perhaps a little too well. 😬
 
If the underlying game - the logic, simulation, scripting etc - is unchanged from the 2005 version then the problem may not be UE5. The game used to iirc work on a grid based system, where whole cells were loaded, dumped, or had their contents and LOD adjusted at once. This would trigger significant stutters as you moved across cell boundaries - the game was constantly hitching. If the game is still doing this to maintain the behaviour of the original, then you might expect to see similar behaviour.

But yeah, they've managed to capture the 'feel' of the original Oblivion ... perhaps a little too well. 😬
If you run the OG Game the lines in the world where this Happens Line Up with stutters locations in the new one I am pretty sure.
 
If you run the OG Game the lines in the world where this Happens Line Up with stutters locations in the new one I am pretty sure.
Alex, in the Oblivion Retro video you mentioned the X800 XT was running the game shader model 3 effects quite well, but that entire ATi generation only had shader model 2 support, ATi never supported shader model 3 until the X1800 generation. Your X800 GPU was running the game with shader model 2 effects, which probably explains some of the graphical glitches that you experienced (like the flickering self shadows)
 
So tired of UE5.

isn't Clair Obscur: Expedition 33 a UE5 game? That one seems to run fine, Epic seems to be working hard on UE5.

Alex, in the Oblivion Retro video you mentioned the X800 XT was running the game shader model 3 effects quite well, but that entire ATi generation only had shader model 2 support, ATi never supported shader model 3 until the X1800 generation. Your X800 GPU was running the game with shader model 2 effects, which probably explains some of the graphical glitches that you experienced (like the flickering self shadows)
it was hacked into them I think.

 
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