Oooh so it was double the frame rate!I saw Rich saying at least one of the TVs Cyberpunk was being demoed on got put into showroom mode and had motion interpolation turned on.
... sorry, couldn't resist
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Oooh so it was double the frame rate!I saw Rich saying at least one of the TVs Cyberpunk was being demoed on got put into showroom mode and had motion interpolation turned on.
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.
I'd say, like a Xbox one in portable and a PS4 in docked.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.
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.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.
Presumably very little. The same bugs are still present.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.
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.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?
while other bugs are fixed, like the finger of the mountain spell which now has proper magicka scaling as far as i can seePresumably very little. The same bugs are still present.
This is a really lazy take. There are several technically amazing UE5 games available, that Bethesda uses it in a bad way is not the fault of Epic or UE5, that is on the (lazySo tired of UE5.
FTFYThis is a really lazy take. There are several technically amazing UE5 games available, that BethesdaVirtuos uses it in a bad way is not the fault of Epic or UE5, that is on the (lazy) devs.
So tired of UE5.
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 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.![]()
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)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.
isn't Clair Obscur: Expedition 33 a UE5 game? That one seems to run fine, Epic seems to be working hard on UE5.So tired of UE5.
it was hacked into them I think.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)