You know, I don't always agree with him, but I did like his take on the Dead Space VRS image quality, where he basically said that it much less noticeable if you keep the game dark, as it should be for that game. I didn't particularly like him throwing shade at other channels about it, but he did cover the actual image quality more like I feel like it should have been covered.
Gee, wonder what those 'other channels' were.
Dunno, I've seen plenty of coverage with it at proper gamma settings, and the shimmering and aliasing were
extremely apparent. Plus disabling it had almost no cost to performance, so it's pretty clear this was an oversight by the dev team. Regardless when DF members were sending out screenshots to highlight it, like John was doing, he almost always mentioned he was jacking up the brightness in order to show the weird VRS construction more clearly, especially for the types of portable devices people usually browse sites like Twitter on.
It's one thing to critique a graphical artifact that exists in a game but is essential to a graphics engine being able to deliver the performance it can, like DF was critical of Returnal's image quality on PS5 but they otherwise praised its implementation because of everything else it was doing. In this case the critique of Dead Space's VRS, it's that it was so egregious - it presented wobbling and shimmering which just isn't seen in modern games, even among most PS4/Xbone titles. And it turned out, it wasn't even necessary for the game's performance at all, so I can't see how anyone's critique of it wasn't completely justified when it ended up being completely fixed just days later.
I mean no shit - you keep the screen dark enough and you won't see every little flaw, but that's not really what I want from a technical review. A lot of VRR displays will iron out frame drops too, but I still want them recorded and mentioned.
edit: I did come across his update video, and in this comparison where he states that 'at the proper brightness settings' the difference isn't that stark,
he's standing still staring at a door lit by his flashlight. The VRS problem was not simply the poor quality textures, but it's interaction with reconstruction, in this case FSR. That produces all that wobbling and noise which is painfully evident, but much more so in motion. So sitting still is hardly proper methodology to judge the improvement.
He goes on to imply 'large channels' were 'creating drama' because they 'didn't have much to talk about' (in the section titled "
An honest appraisal of the issue", pffft). Come on. For one, John from DF in particular, but really all of them tend to bend over backwards to be more than fair to developers, and they praised DS all the same regardless (Their review is "What a Best-In-Class Remake Looks Like"!). But the image quality issues
were pretty blatant, and especially on the PS5 in particular. I was really looking forward to this and so was looking at threads in ResetEra/Steam/Reddit when it dropped to see the results, and man there were so, so many threads asking wtf is going on with image quality and shared solutions of how to disable VRS, maybe second only to the stuttering. And ultimately, this got fixed. It's a better game now due to this critique.
All that said btw -damn it really sucks that the PC version was never fixed with its stuttering, and will likely never be. I said as much when people were saying to wait a bit for patches, unfortunately traversal stutters like this are rarely fixed to any significant degree. I'm far more concerned about this getting fixed than say, TLOU, as Dead Space is one of those games I can replay countless times, especially a shame as only PC hardware can run this at 60+ at the resolution I'd like. But it may never be.