Digital Foundry Article Technical Discussion [2023]

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That would probably do well for them, but personally I think we have enough negativity surrounding this stuff as is. Dedicated videos from DF highlighting issues seems enough, and anymore than that and I feel it starts to get into outrage-for-views and bashing territory. Digital Foundry seem to like to think their analysis videos provide useful, constructive criticism and are not meant to shame developers or be in any way mean-spirited. I'd say such a video would step more towards the latter than former.
I’d like to see a mid year update to what games each member finds to be occupying most of their time.
 
That would probably do well for them, but personally I think we have enough negativity surrounding this stuff as is. Dedicated videos from DF highlighting issues seems enough, and anymore than that and I feel it starts to get into outrage-for-views and bashing territory. Digital Foundry seem to like to think their analysis videos provide useful, constructive criticism and are not meant to shame developers or be in any way mean-spirited. I'd say such a video would step more towards the latter than former.

Fully agree with this. A list of the worst ports would be over the line. Technical breakdowns that highlight issues are useful and constructive. Digital Foundry is at its best when they do detailed analysis and developer interviews. Stepping into the outrage cycle would be a bad addition.

I think one thing they could do is explicitly outline which deficiencies are needs and which are wants, so it doesn't just seem like a laundry list of complaints. So in the case of the star wars game a need would be fixing the animation system to stop stuttering, and a want would be detailed descriptions in the settings menu. Essentially the needs would be the things they'd want to see fixed before they recommended buying, and the wants would be thing things that push a game to the highest standards. And that kind of takes a sense of emotion out of it, because it's very clear where the standard is and what's being asked for.
 
It’s certainly helping minimize FOMO on newer stuff since I’m still working my way through a massive backlog. BG3, RDR2, CP2077 and the Jedi games are at the top of my FOMO list right now.

Same, and I've even played games and genre's I would never have even looked at if these big AAA games had released in a perfect state.
 
Alex begging Ghostrunner 2 devs to put in shader precompilation: 🙏

I was hoping Alex would bring it up either in a video or on Twitter. Something to link and point to the developers and say.. "look you guys, you need to pre-compile your shaders!"

There's literally no excuse for developers to not be doing this now with Unreal Engine.. there's been enough of a shitstorm made of this issue that it should be a point of focus for any and all UE developers.
 
This Pedro Valadas guy is bringing the heat and also a huge pile of rocks inside his skull. I'm essentially at the part where he asks if DLSS performance is going to be the main focus going forward or if we're going to see gpu improvements that could help native rendering. Like ... compute power is basically general purpose now. It's going to keep improving. DLSS only takes a few milliseconds to run, so there aren't huge performance wins if you just increase tensor cores. FG will obviously keep improving, but you need frames to feed into it. This is the most obvious question with the most obvious answer. After having asked about whether upscaling was letting developers "off the hook" so to speak, I hope he's not this dumb and he's just asking the questions because a bunch of smooth brains on his reddit were demanding he ask them.


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Bryan Catanzaro, Nvidia: In the far future we'll have purely neural-network rendering
Jakub Knapik, CD Projekt RED: What he just said scares me

:ROFLMAO:

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If I were to ask a feet to the flames question it would have been about Ray Reconstruction. They mention integration is more complicated, and more tightly coupled with the renderer. A good question would have been about proprietary technology in renderers, how easy it should be to swap in/out competing solutions and if things that are more tightly coupled should be open. DLSS Super Resolution is very easy to swap in out with competing solutions. So where is the line?

It sounds like Nvidia's investment in time and money for something like ray reconstruction is enormous, so keeping it proprietary does make sense. But there is also general industry health, and consumer choice to worry about. Would have been way more interesting than, "Does DLSS make developers lazy" type questions.

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Also Bryan Catanzaro's responses to the fake frames etc was pretty funny. Kind of trolling and also being insightful about his perspective.
 
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2ms for DLSS-RR on a 4090 at 2160p sounds pretty inexpensive. Quickly checked on the first map of Q2RTX and the built-in profiler indicates slightly above 3ms for "asvgf full" on a 4090 at 2160p.

Great interview btw. It's definitely not too often that we hear from the guys behind DLSS.
 
This Pedro Valadas guy is bringing the heat and also a huge pile of rocks inside his skull.

I had to look up who the fuck this was after a few of his questions and he's apparently from the PC Master Race subreddit, lol.

Like I don't want every roundtable discussion to be necessarily composed of just industry insiders either, but I'm bewildered by what it was expected he'd be bringing to the table.
 
I had to look up who the fuck this was after a few of his questions and he's apparently from the PC Master Race subreddit, lol.

Like I don't want every roundtable discussion to be necessarily composed of just industry insiders either, but I'm bewildered by what it was expected he'd be bringing to the table.

I think there were more tactful ways he could have asked the questions. Like he could have said, "Why are we seeing titles made in UE5/Starfield/Cyberpunk that require upscaling even on the highest-end gpus?" That basically lets them give the same answer as to why upscaling is important, but it does so without leading the question in a direction that's kind of insulting to the developer on the call. And the question that I'll paraphrase as, "Will we see hardware improvements besides DLSS?" just doesn't even need to be asked.

A question about integrating proprietary technology into games would have been interesting, but maybe too much tension having both Nvidia and CD Projekt RED on the call together. Although the "AI future" question kind of brought that tension anyway, which was pretty funny. I'm assuming Bryan Catanzaro answered with a really long term futurist type answer because anything short term would reveal strategic goals, and his answer just happened to be the hellscape that a lot of artist/rendering programmers/engine programmers happen to be afraid of :ROFLMAO:
 
Got the time to get right through the video, was a really fascinating watch thanks for that.

I will say one one thing, both the nvidia guys here and going back to the gamers nexus video with the guy talking about the cooler. They all were very comfortable and natural in the interview and didn't feel forced, I guess the fact they are talking about what they know and are not just a pr person helps. I couldn't really sit through the stuff from Tom Peterson when he was with nvidia nor now with intel, this way seems much more interesting at least for myself anyway.
 
Agree, great interview. Bryan came off as authentic and humanized the whole AI/upscaling conversation.

Raster is a bag of fakeness!

Lol, gauntlet thrown.
 
How is RTX and all the things nvidia working on going to play with UE5? From my limited viewpoint, it seem that Epic wants everything done within their environment they're presenting. So is there a collision course coming and what does it mean for developers?
 
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