Digital Foundry Article Technical Discussion [2023]

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Not everything is aimed at everybody. VR isn't for you, but it is a lot of fun for a lot of people. It definitely feels like it's not had its breakthrough moment yet. If it first you don't succeed you give up, we would still be living in caves!
VR is going to continue to have one major problem for quite a while - opportunity cost for developers/publishers. This is an especially big issue nowadays as devs/pubs push more towards expensive live service projects and whatnot trying to find that 'big hit' money. Simply making reasonable returns on good games doesn't cut it anymore. VR will never be able to provide that in the AAA space, so all that money and effort and attention will continue to be put into flat games.

The best we can hope for is more 'VR modes' in AAA games. We've seen this can work well if a bit of work is put into it(and ideally if it's considered ahead of time and not just shoehorned in later on), but pure AAA VR-only games seem off the table generally. Valve, Oculus/Meta and Sony are the only ones really in a position to make these sort of games and there's reasons to believe all three of them aren't likely to produce that much in this area. So VR users are going to have to continue to rely a lot on indie games to fill out their libraries, and even they will have to consider the opportunity costs more themselves. It's all going to lead to limited appeal, which just creates that same old chicken and egg problem.

Personally, as a sim racer, I could never buy any other VR games again and still feel extremely happy with VR just for my racing. Combined with a half decent wheel setup, I think it's the most fulfilling and ideal use case for VR out there(along with flight/space sims), but unfortunately this isn't a big enough market to keep VR afloat on its own.
 
This is like a free TV on top of a new console. The idea of normal game mode being viable is amazing

It's a great bonus to be sure. Although specifically for that purpose I think Big Sceen Beyond is top of the stack. I'm honestly half tempted to get one purely as a a second monitor/TV, particularly for 3D (not VR) content. It's cheaper than a new OLED TV and they don't even support 3D anymore.
 
VR is inevitable as it’s an obvious next step in the evolution of interactive experiences. We just don’t know what shape it will take yet. It needs a better user interface and a killer app (like Doom was for 3D) to really get people onboard.
 
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VR is inevitable as it’s an obvious next step in the evolution of interactive experiences. We just don’t know what shape it will take yet. It needs a better user interface and a killer app (like Doom was for 3D) to really get people onboard.

I don't think its just, or even primarily the apps that are the issue, I still think it's the hardware, or rather it's accessibility. There's a reason why the untethered, standalone, cheap Quest 2 is miles ahead of the competition. Its still missing the form factor though. Mix Quest 2 functionality with Big screens form factor and image quality and I think you'd have a device that has a stab at truly going mainstream.

Although I think we're still at least another generation away (Quest 4/5) from such a product yet.
 
VR is inevitable as it’s an obvious next step in the evolution of interactive experiences. We just don’t know what shape it will take yet. It needs a better user interface and a killer app (like Doom was for 3D) to really get people onboard.
For me, the big disconnect with VR for me is the moving around an environment without actually actually moving. Games where you are sat down or in a cockpit environment, work best because there isn't disparity between what your arms and head are doing and what your legs are not doing.

That's not to say I don't enjoy VR, I just pick and chose what type of games I play. I tried hard to enjoy Skyrim BR but it really illustrates this physical disparity in 'walking around' an environment when you are not walking around, whereas the movements of the top half of your body is more closely approximated. This is in part why nausea is common on VR.
 
For me, the big disconnect with VR for me is the moving around an environment without actually actually moving. Games where you are sat down or in a cockpit environment, work best because there isn't disparity between what your arms and head are doing and what your legs are not doing.

That's not to say I don't enjoy VR, I just pick and chose what type of games I play. I tried hard to enjoy Skyrim BR but it really illustrates this physical disparity in 'walking around' an environment when you are not walking around, whereas the movements of the top half of your body is more closely approximated. This is in part why nausea is common on VR.

Yeah that’s a big hurdle. The best VR experiences I’ve seen are in dedicated VR rooms where you can move somewhat freely and the game itself limits movement e.g. you’re standing in a confide space shooting hordes of zombies. There’s a 1:1 mapping of your movements in real life and the game. Of course that’s hard to replicate in a living room environment.
 
I did see a few people saying this, which seems to stem from one earlier video. Looking at a bunch of frames I couldn't spot any signs of edge treatment whatsoever - I think I counted about 25 frames for the review and any obvious geometric edges were perfectly raw.

The game does a good job of mitigating aliasing through baking out a ton of stuff, and a lot of environments are fairly low-contrast and lack specular so that helps as well.
FWIW, modern Switch emulation means that we can just run games through RenderDoc to check for things like resolution, MSAA, etc. Metroid Prime runs at 1600x900 in docked mode and 1024x576 in portable mode and both without MSAA. There's also about 980MB of textures in that scene and Samus' arm cannon was upgraded from less than 100 triangles to 3997 triangles.

Emulation is a pretty grey area though so don't tell anyone 🤫
 
Really? Because I read that with those motion controllers in your hands you can't beat it.
Given how eerily accurate PSVR'2 eye-tracking is, browsing the web in a VR headset has got to be Google and any advertisers wet dream.
 
I did see a few people saying this, which seems to stem from one earlier video. Looking at a bunch of frames I couldn't spot any signs of edge treatment whatsoever - I think I counted about 25 frames for the review and any obvious geometric edges were perfectly raw.

The game does a good job of mitigating aliasing through baking out a ton of stuff, and a lot of environments are fairly low-contrast and lack specular so that helps as well.
Fair enough.
Unfortunately on a Mac recently so I couldn’t run dump the rom and run the emulator to use RenderDoc. I did some close-up inspection thanks to Switch’s zoom in function and I agree with you that edge treatment is missing.

Update: ok I saw someone in the thread actually confirmed there’s no msaa via renderdoc
 
Tbh I’m not really impressed by Metroid prime remastered’s graphics.
I definitely agree the result looks fantastic at a solid 60fps. But the tech itself is nothing impressive. The game was built back in the days where they went for smaller scenes to fit the hardware. This perfectly fits the baked lighting. But then all the dynamic parts are just disappointing. Shadows from dynamic objects are not actual shadow map based shadows but more like GameCube era plane projections — you can clearly tell since you can’t do soft shadow with this; plus there is the artifact where you can see shadow in shadow; plus you can also see the shadow penetrating the environment quite obviously during the 2nd appearance of Ridley.
Its forward renderer also heavily limits the amount of light sources allowed on screen, and missing soft particles to blend explosion effects smoothly with the walls. Baked lighting itself can sometimes show low res artifact and the cubemaps for indirect specular are really sub-par.
I would give credit to what seems to be a gpu-based particle system (I saw screen space collision). And I don’t mean this game has bad tech or what. I just kinda feel ppl are overreacting to the graphics of this game on switch.
If they gonna push for larger levels (or even semi/full open world) in Metroid prime 4, I don’t think the existing system in mpre is a good fit given its limitations. The tech challenge is still there to be resolved
 
Tbh I’m not really impressed by Metroid prime remastered’s graphics.
I definitely agree the result looks fantastic at a solid 60fps. But the tech itself is nothing impressive. The game was built back in the days where they went for smaller scenes to fit the hardware. This perfectly fits the baked lighting. But then all the dynamic parts are just disappointing. Shadows from dynamic objects are not actual shadow map based shadows but more like GameCube era plane projections — you can clearly tell since you can’t do soft shadow with this; plus there is the artifact where you can see shadow in shadow; plus you can also see the shadow penetrating the environment quite obviously during the 2nd appearance of Ridley.
Its forward renderer also heavily limits the amount of light sources allowed on screen, and missing soft particles to blend explosion effects smoothly with the walls. Baked lighting itself can sometimes show low res artifact and the cubemaps for indirect specular are really sub-par.
I would give credit to what seems to be a gpu-based particle system (I saw screen space collision). And I don’t mean this game has bad tech or what. I just kinda feel ppl are overreacting to the graphics of this game on switch.
If they gonna push for larger levels (or even semi/full open world) in Metroid prime 4, I don’t think the existing system in mpre is a good fit given its limitations. The tech challenge is still there to be resolved
I think people are impressed because it's switch 😂

Most of it comes down to replicating the original amazing art style with updated visuals.

But I would argue something like halo 2 anniversary looks better graphically and with much larger scale to boot
 
I do wonder if the absence of FSR2.0 is because they're looking to also add it to the PS5 version and will patch both versions of the game at the same time.
 
Going to post this here because it at least mentions DF.


Beautiful article. Funny how before Alex came out swinging against all this stuff you never saw articles like this (or at least I didn't).. or if they were they were very few and far between.

We need more of this, and more publications to start asking real questions too. Start putting these shitty releases to task. If PC is such a shitty platform to develop for, then I want to start hearing it directly from the developers. If they're not willing to say it, then I'm holding them accountable.
 
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