I don't understand why Rockstar isn't at least releasing a 60 FPS patch for RDR 2 on the new consoles. It's one of the most wanted patches as far as i know.
@Fionn MacCuill if you have double the CPU performance and double the GPU performance you are most likely going to be able to get double the frame rates. Few issues with bandwidth, but generally all good to go.
Most of them are german idioms translated into english. He did mess up with the foot and hand one though. The real "Redewendung" is a little different.
Another angle to the GTA4/RDR remasters story is the fact that R* also puled the plug on RDR online support this week, citing that they are moving the devs to work on GTA6. Now, both GTA4 and RDR run on RAGE engine, which R* is very secretive about, so they probably wouldn't give it to the third party developer like GTA trilogy. That means this remasters were probably being developed internally, and with “all hands on deck” mandate for GTA6, there is probably no one left currently to continue working on them.
The increase from 30fps to 40fps is a lot larger impact that most might think. It's the same frame time improvement as going from 60hz to 120hz. From a frame time perspective, it's also the exact mid point between 30fps and 60fps (which they mention). This is why it's misleading to use FPS as a performance metric and frame times are what should be discussed.
@@TurboXray Apparently you don't have the first clue of what you're talking about. The frame time of 30 FPS is 33.33ms and for 60 FPS it's 16.66. 40 FPS time frame is 25ms, which is exactly 8.33ms difference between the two. 120 fps is 8.33ms, which makes the difference between 120 and 60 FPS, 8.33ms... the exact same difference between between 30 and 40 FPS. This is because frame times and frame rates do not have a 1:1 relationship. As frame time's increase linearly, frame rates increase exponentially. This is why frame rates are a poor indicator for performance, as 10 FPS can mean something completely different when you're talking lower FPS range, like 30 FPS (8.33ms), and higher, like 100 FPS (0.9ms). You should really take a few minutes to learn the basics of what you're talking about before trying to refute someone's point on the topic.
I still think running any game below 60fps isn't worth the "extra little bit of clarity" (as Rich puts it) because what you gain in still-image clarity you lose in temporal resolution, and so in motion things appear blurrier.
I've been playing the Balanced Mode over Performance. 40 fps is great with the sharpness of resolution mode. You see a big difference in the Las Vegas area with the holograms
The difference between the RDR1 remake and the trilogy definitive edition, is that RDR1 uses the same engine as RDR2, tho of course a much older version, and there's already a lot of assets that are remade in RDR2, like the entirety of New Austin which is like half the rdr1 map, and supposedly the mexico side of the map too, which can only be accessed by glitching the game. All Rockstar would have to do is port the missions from the first game into the second, which implies animating a bunch of stuff and re-recording voice lines which, yeah it's time consuming, but the gameplay, 90% of the map, and everything else is basically done already.
@@Alexzw92 eh, I don't know, I just added that in cause I don't know if it's usually done or not. Like, the game is pretty old, maybe their quality isn't on par with those of RDR2, but I guess there's ways to kinda "upscale" them if needed
@@sasharudyy3587 yea rockstar logic: let’s remake GTA V on 3 different generations!! 🤑 Old rockstar games that would actually benefit from a remaster: Nah, we can’t milk those cows
I just beat Horizon Forbidden West (PS5 version) on my Sony A90J OLED TV and I have to say after these recent Patches on Horizon FW its now potentially the most beautiful game ever on any console and definitly the standard to beat for this generation (atleast on PS5). This game is a masterpiece, in every sense is better than the first game, including in terms of story. The 4K/60+fps with VRR is absolutely awsome. The fluidity while providing the most detailed game ever on Playstation is awesome. I love they did the same thing that Imsomniac did with Spider Man Miles Morales and Rachet & Clank: Rift in Time did with the 120hz/40fps Fidelity mode and an VRR Unlocked 120hz Performance mode.
Rich’s The Getaway reference made my eyes glaze over in nostalgia. Also it’s kind of hilarious that Rockstar basically went “From the reception of The Trilogy, we realised that people actually want us to put effort into these remasters we’re charging near full-price for, so we’ve decided to cancel them”.
@@pferreira1983 still it's an IP Sony has sat on for so long. Get Guy Ritchie to write a script and get some named actors and you could have an absolute blast.
54:50 - Thank you so much for answering my question! Hopefully that’s a graphical option we’ll see more in future. I personally find it very distracting to see animation interpolation get so butchered, just as one might find frame-pacing or screen tearing issues be distracting.
Spot on brother... been doing a lotta source modding and the procedural animation systems in that engine are phenomenal to a point where modern versions are frustrating given what you could accomplish with code and proper ground up interpolation... specially when combined with individual sound files interpolated to the timescale like that engine does (ps3 era kinda killed that sigh...).
Nah. He rarely says anything particularly interesting/insightful, doesn't have the same level of technical knowledge as the others, is bland, isn't as funny as the main 3, and just lacks character. Seems like a nice guy though.
Unfortunately, Alex, there is an equivalent legal protectionism around modifications when it comes to farm equipment. John Deere has DRM on control modules so they can control all repairs. Fortunately some American states have pass right to repair laws that get around these bs corporate rules
I would say that optional modifications of purchased software should be considered a “repair” and that programmers should be allowed to receive payment for them. Unfortunately this would have to be tested by the courts and who knows if a judge would understand this kind of nuance
Can't wait to try it when I get my new tv, I did most of the game at 30 and although it's hard switching to 60 to 30fps, you get used to it. The only games I can't tolerate at 30fps are first person games though I don't mind adding on some motion blur when playing single player, gives it a cinematic feel.
@@JudgeFudge57 if you're going from LCD to OLED be warned that 30 fps does look considerably different on OLED. The stutter is much more notable, that's just how the tech works sadly. Edit: on the other hand if you've buying a new OLED with VRR that may save some games. Elden Ring on the series X is very good with VRR and pretty bad without it (on OLED).
@@piotr78 Elden is already inconsistent on ps5. I'm looking to buy the lg c1 at the end of the year when the prices drop a bit. Probably going for the 50". I'm pretty sure it has vrr with other next gen compatible features.
Given just how good RDR1 looks on Series X via back compat(though still could use a framerate boost), would love to see them port it over to the RDR2 engine. Hell, if they packaged that along with a next gen version of 2 to bring it up to par with the PC version, I know It'd be a day one purchase. Considering data miners found Jack Marston voice lines in RDR2 on PC, buried, I'm kind of shocked they didn't release a RDR1 remaster/remake as an expansion for 2 the way the games connect.
Is Luke Ross actually charging money to acesss the mod? Valve or id Software or literally anybody else HAVE ALWAYS gone after commercially released content that is unlucensed, going back to unlicensed commercial Doom .WAD compilations in 1994! Modifications are legal if FREE, but no one has the right to make money off someone else's work without their permission! The problem seems to be Patreon; if one has to make a donation to play, that "donation" is essentially a subscription to play the mod. But if the mod is freely available, Take 2 has no grounds.
You got that right. The quintessence of modding is simply that : modifying a game, some content of a game, adding some content, or a total conversion of the base game. Freely. The very second someone tries to get paid for said content one way or another, it's not a mod anymore. It's a paid add-on, an extension, or who knows what else. And this needs to be addressed with the targeted game's publisher. The fact there's a patreon for the VR project Take Two took down is a good indication of what might have been wrong. From either side to be fair. I'm still skeptical myself. When the Crowbar Collective had the opportunity to sell Black Mesa on Steam, Valve did give them their blessing, and more important full access to Source Engine. (Not the full story) This is when Black Mesa became a stand-alone game, it wasn't a mod anymore. If someone chose to get paid to develop content for a specific game/multiple games, that someone needs to carefully look at what he/she is doing and how. Developer is a job. Modding is a hobby.
@@railpao I've told the same thing to another guy (on Reddit) who was apparently a pretty famous modder. (For the context, I mod games myself as well and told him so) His response to this was something along the lines of: "I don't know how much time you spend on modding, but I spend more than 2 weeks at a time working hard on mods for these games" I mean that really does defeat the spirit of modding in the first place. It is supposed to be a hobby. If you're spending so much time on a mod and feel like you deserve money for it, you're probably spending too much time on it (or being a bit selfish but that's OK to a certain degree). You don't owe the community anything. Not a deadline, not even a mod that you're making. I also feel like it's wrongful towards the very person who worked on that part of the game at the time. How would they feel if you started making much more money than them on a part they worked on themselves? Not very fair towards them. OK, an occasional donation I can understand, but "paid mods" really don't exist in my book either. It becomes a game of ego very fast and certain people just need to stop caring about it.
@@xan1242 I agree with you, and I had on occasion this sort of discussion with other people. I even had friends telling me when Black Mesa became a paid game, that paying for it was fair for all these unpaid years of development. And every time, I told them the result of these first years of dev is still freely available to use and play. And if I purchase the game (I did), it's because they invested money on it, on licences, people, etc. Crowbar Collective is not a group of modders, but a real independent game studio. They just wouldn't want to understand. It's even written on their website : " COMPANY from hobbyist, to building on a classic " Another good example would be Resident Evil 4 HD project, not only they accept donation for travel expense and hardware, but Capcom is also aware of it. It's a fantastic project. A hobby for both person on the project. They're a bit past the simple mod, and went full force on the visual remaster but they kept the main philosophy behind it. --- So again, I agree with you, I even modded myself a few years back, and I didn't spent full weeks on it. I even have an old project on Kotor 2 that I resurrect from time to time since what.. 2012 ? Sometimes I put it to rest, and some other I have ideas to use on it. Maybe I'll never finish it, or share it, but it's okay, it's a hobby. And yes, an occasional tip jar to help, sure why not, bloggers do it too, I don't see the issue here. But paid mod, I don't agree with that at all. For being part of Half-Life's community since who knows long, it's contrary to the "belief/philosophy" being part of this community taught me.
For the VR mods, reminds me a lot of when they tried to stop people from working on their own computers. And when Nike tried to stop resale shoes. Companies are out of control right now.
Today's Direct was very quiet, I had to make my headphones really loud to hear you guys coherently. Could you maybe up the volume a bit on the next one? I am hard of hearing, then suddenly blasted out with other programs going off in the background
I have always wondered how much weathering and damage Rich’s hardware gets from the constant sunlight, heating from the window and of course from the radiator. But, my biggest concern has always been about the sunlight and just assumed the radiator was either turned off or never used.
I've been playing Monster Hunter for many hours and did not notice the fur rendering issue, I don't I think I ever paid much attention to the animal characters. That being said, considering that TAA doesn't even work I'm using DLSS because it seems to be the best way to get some sort of anti-aliasing, which is kind of stupid as well.
51:34 regarding lining up shots up perfectly for comparison, I believe Unreal Engine 4 has an option to run the game at fixed time intervals, so the game will slow down when frames are dropped. I feel like this could be helpful.
It was not Luke Ross who got the DMCA, it was Patreon. Take2 did not even deign to contact him directly or respond to his request for communication. 23:38 His VR mods of Take2 games are paid, not free (all except the GTA V mod). The DMCA happened after the verge article titled "MEET THE MODDER MAKING $20,000 A MONTH BRINGING THE BIGGEST GAMES TO VR". Also, there is a GTA SA VR version in development. This is not a defence of Take2, their behavior is beyond shitty.
I've just got my LG C2 so I've been checking the extra modes on Horizon FW. I've always been a fidelity man though recent times I have dabbled in 60FPS modes more - but with the new display I can run games at 40FPS fidelity which will be my default. That said I can enjoy the luxury of swapping between 40FPS and VRR settings and my mileage will vary between game to game.
28:10 Ferrari is actually known for cease and desist letters if you change the visual aspect and they don't like it. But it's because they view their cars as works of art, and they are legally allowed to do so. And they can't let any single person go by or they lose any ability to continue that behavior.
I hope Sony improves the current implementation of VRR. Not just for first party, but ease of use without patch for third parties. Also instead of 48 minimum to at least 40 to compare with Series systems. Especially given many games that go to 60FPS with not great frame rate can go below 48 in many cases.
But which ones? Resident Evil and Elden Ring so far. Others don’t really dip below 48 Fps. Generally agree with your posting. For sure a lower VRR window would be not bad. But I don’t think they will do this. It took them such a long time to implement VRR and when they stick to the standard hdmi VRR implementation they will stay at 48 Fps. Probably it’s possible so integrate a more easy LFC in their SDK. Would be great to offer the knowledge from Insomniac to other studios.
That roasting of Monster Hunter was excellent, lol. I felt the frustration so clearly in the discussion, and it's so nice to hear stuff like this called out for what utter tripe it is. Keep it up. This kind of honest, investigative commentary is excellent, and is great to hear to help keep companies honest.
There is a noticeable different between balanced mode and performance mode, but, at least in the case of Ratchet and Clank, I get used to 40 fps very quickly to the point where it is not an issue.
I've been playing about with different frame rates on the PC with my VRR display and I find 40 is passable and a lot better than 30fps, but I find 45fps to be the real sweet spot if you want to target lower frame rates whiles getting many of the benefits of higher frame rates, in that it feels a lot smoother and I suspect 45 for many gamers will feel like 60, but we are all built differently and many of us can see a difference even beyond 60fps. Another factor is screen size, you can get away with more at a lower frame rate if the screen size is much smaller, so the Steam Deck for instance, 40fps on that looks great.
There is a slight correction which is needed on the point mentioned regarding Horizon FW. They've mentioned that the 40hz balanced mode is the same as Ratchet & Clank and Spiderman but its not - there is a big difference where the former aims for locked 40 fps while the latter are unlocked with a min of 40 fps. I have played all three and Spiderman and R&C's fidelity VRR modes are miles ahead in terms of smoothness compared to the balanced mode of Horizon FW possibly because of the large unlocked fps overhead that exists in Insomniac's titles. I personally prefer the performance VRR in Horizon
56:27 Elden Ring modders have found that, quite bizarrely this is also affected by the games frame rate, and is actually the cause of a "bug", where some enemies go invisible if your frame rate goes below ~28fps. Also related to the topic, but unrelated to Souls games, yeah we've seen this to an extreme degree in Pokemon Legends Arceus where (not-so-)distant NPCs/Pokemon were animating at 1/8th rate, so 3.75fps!!
Re: car manufacturers going after owners for mods. While what rich said is largely true. Ferrari is notorious for going after owners for ANY modifications with cease and desists. They also blacklist you so that you can never purchase a Ferrari again.
As far as Halo Infinites Co-op goes, for large open world co-op, Dying Light 2 sets the bar. They are the standard. No tethering at all, you can be miles away from your co-op partner, all items and skills separately stored in your own save file, quest synced… it’s incredible how seemless and bug free my play through with a friend was in co-op. We have played so many games together and this is the smoothest by far.
It's got to a point now where it's actually better to wait at least a year before playing a new game. I know that's not an easy thing to do, especially if it's a game you've been looking forward to play for a while, but with all these updates added later on it makes sense.
Not any type of mirror in hard to do using rasterization. Planar mirrors (same with portals) are pretty straight forward (and performant) with a composite of a scene rendered with a reflected camera and a something like a stencil buffer.
This is shaping up to be a great podcast! Finally topics I care about like bad frame pacing and stutter are brought into focus, some things you'd think "how are developers looking past this?", like the missing fur... Conversation is smooth and natural, the first epusodes I tried were a bit stilted and awkward. Think I'll listen regularly from now on :)
SNES has more "natural" sounding instrumentation than Genesis, and in that sense it's technically better, but at the same time highlights how far that kind of music progressed into the CD-era, while the MD/Genesis sounds fully unique. PS1 games sound much better than SNES games, but MD just sounds different (not worse, not better).
Ps1 games usually sound better but not always. Depending on the quality of original audio or the amount of compression applied to the sound, it could easily sound worse than high quality SNES music. Just saying...
Glad I had the opportunity to play Luke Ross's GTA:V VR mod. It's nauseating as the game/camera wasn't designed for it, but the experience was like nothing else. There is no VR world as dense as this (yet). I purchased GTA on Steam just for the VR mod... so they got my money. I didn't NEED the PC version as I already owned the PS3, PS4 and PS5 versions, so they got a PC sale out of me JUST BECAUSE Luke Ross made an excellent mod. I've seen all the realism mods and they're cool, but the VR mod sold me on re-purchasing GTA:V for a FOURTH time. If you can still get the mod, experience it whilst you can! It's incredible. (Don't overdo it though, you'll be ill)
So with a LG Cx, whenever I enter a 120Hz mode (40fps or 120fps, doesn't matter), the picture quality takes a big hit : colors less vibrant, less contrast, raised brightness. It does happen with or without VRR. The picture mode on the TV doesn't change (Game Mode), nor do its settings. I'm using the official HDMI cable. I know of the 60Hz RGB 4:4:4 vs 120Hz YUV 4:2:2 thing on PS5, but I don't think it could be what causes that big a visual downgrade. Any idea what could be the reason?
Actually when it comes to cars and consumers "modding" them, Ferrari has clauses in their ownership contracts that forbid owners of their (Ferrari) cars from visually modifying the car if it is deemed "garish" by Ferrari. The DJ deadmau5 had to sell his Ferrari because he put a Nyan Cat wrap on his 458 and they came after him for it! Seriously look it up.
I find it hard to believe Rockstar would pull those remasters because they were afraid of the creation to them. They probably just didn't make enough money on the GTA one and they're happier just raking it in with GTA Online.
Good evening, a question about a slightly older video. Regarding Horizon 40 fps mode, is it better to enable or disable vrr in the console settings in this mode? Thank's for your answer!
Don't forget that GTA: San Andreas is going to be released on the Quest 2. I think they are just trying to get ahead of potential first party VR releases.
I would have been perfectly happy with a straight port of the GTA3 era games just with some quality of life improvements like arbitrary frame rate support, proper gampepad support, a slight upgrade to the targeting system to bring it up to the level of GTA SA. And with the all the original PS2 effects properly transferred. You know, stuff like that. Recently, these videos of some fan made GTA3 video powered by Unreal and everyone in the comments is like "Oh, this looks amazing! So, much better than the official remaster!" And it's just the usual affair of reflections cranked up to 11 and all that jazz. I mean no disrespect to the person who put effort into the project but it really doesn't come any closer to the aesthetic of the originals than the official remasters and that was the main issue. I just don't get people... I didn't mean for this to turn into a rant but oh, well...
alex, the bigger factor in realistic looking lighting is the colour grading, eg the colour of the lights and the brightness of the surrounding environment. take resident evil 2 and 3. configure the brightness settings properly and without RT it can look extremely realistic with zero performance hit and no need to use RT. reflections are a different story though... as you mentioned in the forza video, the less expensive lighting is the 1 of the 2 sharper more realistic lighting effects that raytracing provides which means its up to the developer what they choose meaning RT isnt a plug and play tool, it doesnt instantly create a photo realistic scene because the environment has to be tailored to RT instead of RT just being shoehorned into a game. some parts are plug and play but like i said the rest of the environment has to be tailored - textures, surfaces, etc to work with RT properly. I still havent seen 1 game where RT has made a game look so realistic that its blew my mind whereas changing brightness settings in most games lets the lights actually be seen as they were intended by the artist who created them along with the lighting that they created. this is mostly due to the fact tht games are whitewashed more often than not and removing some of the gamma, increasing contrast and calibrating brightness does more than enough to hold off buying a stupidly expensive card and reduced framerates even then for what is lighting that i have to squint to notice the difference, reflections that will go unnoticed and global illumination that again, more often than not produces a scene that is 99% the same but with less frame fluidity and fps. the artistic component is all about light and darkness meaning RT for it to work properly still has to have an artistic direction when it comes to realism of environment in context. RT has very little impact on overall visual quality. add to that the fact that frame fluidity and how smooth the characters move makes up a huge proportion of how realistic the characters feel. RT produces so much stutter it completely detracts from any realistic movement of the characters, even microscopic stutters. so putting such a resource heavy element into a game has to considered carefully if realism is the end goal. I play RE3 without any syncing features at all on an very low end APU. the only thing i have enabled is the shader cache which after the first run gives the smoothest, most realistic version of the game along with darkened adjusted brightness levels - min brightness to 0/ max brightness to maximum and general brightness 2 stops down for my monitor. the colour of fire for instance then becomes a blinding rich dark orange/yellow that bleeds onto the character as it would in real life and it looks incredibly like real fire - at least in colour, realistic bleeding and intensity as this gives the fire a distinct and realistically recogniseable bloom effect purely because the surrounding environment has been calibrated correctly to mimic how dark night time would actually be in the context of RE3's environment. essentially RT isnt a complete package its missing a lighting/brightness calibration which mimics real world brightness calibration... and dont say HDR... i've had so many games completely washed out and lose definition of anything on screen that whenever i see HDR it is unceremoniously disabled. and to be honest the overall difference in graphics fidelity and deterioration of frame fluidity severely detracts from what RT is actually trying to do... the fact is if you have look for a needle in the haystack to notice the differences, is it even worth it? No because even with the best hardware you will still encounter stutters that decrease immersion... essentially RT isnt the sole element to creating a realistically lit scene in a game, its actually far from it, it does have nice options and reflections but to say the cons outweigh the pros is putting it mildly and it really adds very little for such a huge performance hit even on nVidia.. my opinion only
re: ray tracing with unusual effects: a game using hardware ray-tracing can control the direction of each ray individually, including how the direction changes when a ray hits an object. That does give far more control than rasterisation, including completely arbitrary camera projections, portals, weird mirrors, you name it. The only thing I can think of that you can't do is make a ray not travel in a straight line. The hardware/API doesn't give you a choice there.
I’m running Forbidden West in Performance mode, with 120hz and VRR off so I get a locked frame rate and full 4:4:4 RGB. The full RGB makes a big difference to me. Looks so much more vibrant than the 4:2:2 in 120hz mode. and I really can’t see much of a clarity difference on my 55”.
Love the fact developers are adding these different visual modes but I would rather stay in RGB and now the only way to do that is choose fidelity mode . Both balanced and performance use 120hz mode which bumps the PS5 back to YUV422 , and I can immediately tell the difference in the image/color. They need to add back in a standard 60 locked performance mode . I’m surprised the DF team didn’t discuss this or maybe it’s just a limitation of my LG C9 but I don’t think so. The PS5 runs in YUV422 at 120hz due to bandwidth restrictions
Interesting , technically my C9 has higher HDMI bandwidth than the C1 but could be a software limitation. When your in either performance or balanced mode jump back to the Home Screen and go to settings - screen and video - video output information and see what it says . You have to do this while in game.
I feel like you should not be able to tell much of a difference. Would look at your settings. If this was a big issue, you would see complaints about this everywhere and for all games.
I think the most common comment about "RTX" after launch was: "Who needs this fin sh... I want more FPS". I mean it's only the most Important technology in all of 3D (Blender, Maya,3DS, Video Games, Movies etc.) since 1995 and it only took the Industry about 50 years to make it happen. Who needs this sh... right?
40fps is obviously not as smooth as 60+ FPS, but you'll notice the difference more if you are constantly switching modes back and forth. Which is why I recommend people just stick to 40fps. After like 10 minutes of adjusting, it doesn't feel bad at all.
The Sega MegaDrive/Genesis versus Super Nintendo topic about the colors... if you notice some of the later MegaDrive exclusives made around 1991 and later (remember this is practically three years since the 1988 Japanese Sega MegaDrive launch which was launched a year later in N.A. and another year later officially for U.k. Europe) many of those Japanese and U.K./Europe exclusives really pushed the colors and some were fairly colorful and vibrant with very good use or some type of advanced use of the limited 64 colors however when it comes to the sound, it's the YM2612 plus the devs who really made their custom tools to use the FM channels which is still mind blowing to this day... just play GleyLancer... Crusader of Centy and Eliminate Down which can be had in reproduction cart form or using an SD cartridge. The Super FamiCom/Nintendo as a 1990 tech is great but in all seriousness when it came to translating all those JRPGs and promoting them, no one could beat Nintendo of America's subsidiary branch hard work, dedication and support of gamers which is why most games managed to get PAL releases... you just cannot say the same for the Sega subsidiary branch in the U.S. other than their attempts to get more Disney games and mascot games while snubbing many high powered arcade shooters, acting like they didn't exist then requiring some of us to get that horrible Sega Channel rubbish.
The Biomutatnt segment had me in bits, Alex saying ' taking the piss ' and the sarcasm by Richard ' excessive excitement anyone? '.....Great show as always guy's.
I'm in the boat of having an older HDMI 2.0 with a 120hz panel. Are they saying I shouldn't use Balance as it will downgrade to 1080p @40hz? Is there any way around this? On the article it said to disable the 120hz on the PS5 but if I do that Balance mode disappears in the game.
Can you guys please turn up the audio on future podcast? And I'm listening on my smartphone, I have to crank it up to maximum and it still isn't loud enough
The SNES/Super Famicom vs Megadrive/Genesis debate is an interesting one. In the UK - it was a very home computer centric market so seeing them was a bit of a rarity actually, our market was really ZX Spectrum/Commodore 64 and then Amiga with a lesser side of Amstrad CPC and Atari ST. Did occasionally come across someone who had one but didn't play them much. Cartridges were so expensive compared to computer games.
On my TV I had to turn VRR off in 40h mode on HFW patch because for some reason it was enabling VRR at 40hz and causing ghosting and juddar. turning it off made it beautiful. I also tested 30hz mode and 120 and VRR was obviously in in 120 performance mode but auto switched off in 30, so why it's not auto switched off in 40 I don't know but it's something that seems like an oversight that needs review.
Hmm, Capcom adding DLSS to a PC port of a Switch game... almost as if they are preparing for a Switch 2 with DLSS? Hope they learn how to use it properly by the time it releases.
Have a question the uncapped 48hz to 120hz VRR on performance mode is great & the balance mode is nice also even though my LG G1 shows the fps at 118hz instead of 40hz. But my question in all 3 modes with 120hz with VRR on & ALLM on shows the output Resolution as Yuv422 at 8bit & you lose the full RGB 12bit at 60hz fixed output so are all 3 modes less of a Visual Fidelity at the expense of smoother & faster gameplay ?
You know what we need? 600Hz screens and TVs to be standard, why? Because 600 is a multiple of 24, 30, 40, 50, 60, 100, 120, 150, 200 etc, so it means no more PAL/NTSC issues, and we can choose to play our games at 40 or 50fps if we want a balanced quality.
Compared to their excitement for the 40fps quality mode in the Ratchet and Clank video and why that's a big deal for consoles, their muted and underwhelming response to the same feature here in HFW seems quite odd.
I tried the 40 Hz mode in forbidden west for the first time on my CX. My first time checking out that mode in any game. It’s actually quite weird if anyone’s never tried it thinking that 10 FPS can’t make that much difference. You can still see some screen flicker from the TVs refresh rate but it is so much more responsive than 30 FPS it’s crazy. It’s technically how it’s delivering frames in the 120 Hz container and yeah it does make a huge difference.
My thoughts on why they might want to add DLSS, is because they may be thinking about adding in ray tracing to MHRise. I've seen, via REFramework hacking tool, the game does have settings in the engine code for Raytracing to be enabled. But they are obviously not implemented, so they do nothing. But honestly, with how poor the DLSS implementation is, I really don't think they should even bother with raytracing yet. Or if they do, make sure DLSS works correctly first.
We appreciate all your hard work guys your channel is ground breaking and we know it's difficult but please keep it up. The science behind your research is invaluable