Comments 21

Re: Review: Pragmata On Switch 2: An Ambitious Port Held Back By Variable Performance

Darren1967

I half suspect that Capcom view Switch 2 owners as being incapable of selecting a toggle to lock a game's framerate and so have decided that it is best for everyone to not bother adding one!

It's the same kind of mentality that has left many first-party Nintendo games with barebones options, missing basics like volume and brightness settings. Don't want to confuse those kiddies with too many options, right?

All Switch 2 games should either be locked to a framerate target or at least have the option to do so in the options if the default has to be unlocked. There really is no excuse. Everyone is happy, right?

Are Nintendo ever going to support VRR in docked mode for Switch 2? I only ever use my Switch 2 docked because the screen is so poor but it annoys me that VRR is only available in handheld mode.

Re: Lexar: Gamers Are Willing to Sacrifice RAM, but 512GB SSDs Are a Step Too Far

Darren1967

I would not consider purchasing anything below a 2 TB SSD at this point and even then I would ideally be looking at 4 TB SSDs to replace existing ones... well, if it wasn't for the AI price hike. I haven't owned a 512 GB SSD in many years. My PC has drives with a minimum storage capacity of 1 TB.

I managed to pick up a 4 TB WD NVMe SSD for my PS5 Pro at launch for a decent price and I have four 2 TB NVMe SSDs in my gaming PC. I'm a bit of games hoarder and like to have a large "on-tap" library to dip in and out of when I feel like it instead of uninstalling games to make space for new ones.

Definitely would not considering buying 256 and 512 GB SSDs at this point, not with game installs being so large these days.

Re: PS6 Pricing: 41% of Digital Foundry Viewers Would Pay $699 or More for a Next-Gen PlayStation

Darren1967

The PS5 Pro at $699 was expensive but I would have been fine with playing that if the system had come with the disc drive attachment and stand as well.

A $699 PS6 is unlikely to come with those either as I suspect Sony will want to push people away from physical games next gen to being all-digital for PS7.

That's assuming the PS6 will even come with a disc drive but hopefully it will since it is likely to be backward compatibile with PS4 and PS5 games so anyone with a physical library would lose out if the PS6 was digital only.

I am happy to be all-digital on PC where third-party keys can be bought cheaply, offsetting the loss of having a physical game to sell on, but I would not like this on console where you are tied to a single store front and high prices unless you wait 6-12 months for the game to maybe turn up in a sale.

Re: Review: Super Mario Bros Wonder's 4K Upgrade For Switch 2 Shines

Darren1967

This is a lovely looking game but sometimes I wonder if Nintendo are stuck in the late 1990s as their developers seem to have a real apathy for using modern techniques like 'anti-aliasing' and 'anisotropic texture filtering', which have been in use elsewhere for over three decades!

And while, yes, you can argue that a side-scrolling pseudo-2D platformer like Super Mario Wonder maybe does not really need anti-aliasing, it does mean that the game will not scale up as gracefully on future hardware should, say, 8K TVs ever become a thing. And when Nintendo do embrace some kind of anti-aliasing it is usually the worse kind: FSR1 upscaling or FXAA or something from the dark ages of gaming rather than DLSS or TAA!

As for the lack of 120 fps support, well, this just fits in with my theory that Nintendo are just 20+ years behind everyone else when it comes to embracing new technologies. The Switch 2 technically supports 120 Hz, VRR, HDR, DLSS and ray-tracing but they are barely used by Nintendo's first party developers with VRR still not supported in docked mode (which is really is where I need it because don't use the Switch 2 as a handheld due to finding the LCD screen so smeary and poor quality).

Re: Nvidia's new DLSS 5 Brings Photo-Realistic Lighting To RTX 50-Series

Darren1967

@Sausages - But modders on PC do this all the time anyway... just check out Nexus Mods for any game. Tens of thousands of graphics mods to tweak character faces, game assets and textures as well colour tone and lighting etc etc.

DLSS5 is just another mod. I am fine with this as long it is an option and doesn't replace the original artistic intent. I mean common sense tells me it won't because the games still have to run on AMD consoles and GPUs.

As such, this will surely only ever be optional and hopefully NVIDIA will see sense and separate this 'filter' from actual DLSS which is used for image reconstruction/upscaling.

Re: Nvidia's new DLSS 5 Brings Photo-Realistic Lighting To RTX 50-Series

Darren1967

I think it is interesting use of AI technology that does make some games look better - Starfield for example which has pretty awful character models by default - and it reminds me of something like RTX Remix or those fan made mods on Nexus Mods that aim to change the visual look which are a matter of preference as to whether they actually look better or note.

I have two issues with DLSS5 right now:

1. This should NOT be called DLSS5. This technology is something completely different from image upscaling and should be called something else DLFX (Deep Learning Effects) or whatever to differentiate and avoid confusion.

A game with this effect should have DLSS as a separate option.

2. These demos are obviously being shoehorned into games that were not designed with DLSS5 from the onset so the results are somewhat mixed. Some games look fine, others look too different, uncanny even because the AI is striving for photorealism when the game was not designed that way, e.g. Hogwart's Legacy with its pleasant cartoonish looks.

Got to admit that I was surprised at the backlash against this. There is no way that this will replace the original artistic intent because the game still has to be designed to look good on AMD GPUs and consoles with don't use NVIDIA hardware (and the Switch 2 certainly isn't going to be running this either, let's face it, outside of a developer tech demo maybe).

Re: Crimson Desert PC: Nvidia And AMD ML Tech Delivers Vastly Improved Lighting

Darren1967

I think the ray construction just highlights how lacklustre the game's standard denoiser is.

I get that this is a low-cost feature to allow the game to scale across consoles and low-end GPUs but why is there no higher quality denoiser for medium and high options between the standard "low" setting and the "ultra" ray construction option?

For example, the game engine's denoiser by default uses 1/16 rays per pixel so why not 1/8, 1/4, 1/2 and even 1 rays per pixel options on PC? These would still fall below the quality offered by ray reconstruction but surely would be less intensive to use for those us for not running RTX 4090/5090s? These would also bridge the gap between the low quality denoiser with its issues and ray reconstruction.

More choise is always better, right, especially on PC?

Re: Crimson Desert on PS5 Pro: This Is How Good It Looks And How Well It Runs

Darren1967

@CorporalHicks - I have to agree with you about the excessive pop in and LOD issues visible in the PS5 Pro version.

If it was in the far distance then I would be fine with it but not when it occurs mid distance and even closer for foilage. It's not just pop in but also LOD transitions which are quite jarring. I found it quite distracting personally to the point where it would break immersion for me.

This is clearly how they've got the game running (relatively) well on consoles with ray-tracing. After years of Unreal Engine 5 games that use Nanite I have become used to seeing little to no pop in so this is quite a step back in my opinion. Game looks fantastic otherwise, no doubt, but there is no denying this is a weak aspect of the visuals on PS5 Pro.

I will be getting the game on PC anyway and hope that the higher settings allow the draw distance and LOD transitions to be pushed out much further.

One of the great things about the previous Unreal Engine 4 is that you could very easily tweak the games on PC using Engine INI variables to massively push out the foliage, shadow and draw distance in most games as well as basically remove LOD transitions. Maybe this is also possible with this engine too?

Re: Crimson Desert on PS5 Pro: This Is How Good It Looks And How Well It Runs

Darren1967

Not watched the video yet but from reading the article it sounds like the PS5 Pro is very good.

However, I am disappointed to read that the game has screen tearing when it drops outside of the VRR range. Since owning a VRR capable TV in 2019, I cannot remember the last time I actually saw a game with screen tearing which has been a blessing. Screen tearing is something that takes me completely out of a game if I see it as I'm very sensitive to it, unfortunately. In some cases, this issue can ruin a game for me.

Hope that the developers can address this quickly and in time for release. I see no reason why the current build cannot use the 120 Hz container and LFC seeing as it is part of the console's development kit.

Maybe this indicates that the console versions have perhaps been getting less attention than the PC build?

Re: Review: Resident Evil 7 Shines On Switch 2, But Village Falls Short

Darren1967

I also picked up the physical Resident Evil Generations triple pack bundle for Switch 2 last week and have been impressed with the quality of all three games so far, particularly Resident Evil 7 and Requiem.

However, Village felt a bit jerky when I briefly tested in handheld mode last night, which I found surprising considering the handheld mode isa supposed to use VRR. I was expecting the game to feel jerky when played docked as that mode does not support VRR and the game does not lock to 60 fps for extended periods of time.

I hope Capcom can either optimise the game to improve perfornace, fix VRR (and include it for the docked experience) or add a 40 fps mode for a smoother gameplay experience.

Shame that the Switch 2's screen is so dreadful - all these games showcase the LCD screen's poor black levels and sub-par HDR - and everything looks smeary in motion, thanks to the slow pixel response. Makes me want the Switch 2 OLED all the more as the games otherwise look really imrpressive visually considering the low-powered hardware running them.

Re: It's Official: Resident Evil Requiem Uses Sony's Brand-New PSSR Upscaler

Darren1967

@themightyant - That's a very good point about the potential performance hit of using PSSR2. After all, DLSS4 has a performance hit over DLSS3.

Maybe Sony have considered this and forcing PSSR2 at a system level uses the next preset down but still offers superior results to the higher PSSR1 version?

The system level setting is presumably just a fallback for games that don't get updated and Sony will no doubt be encouraging developers to patch their games with PSSR2 where they have more control over what settings that can use etc etc?

Re: It's Official: Resident Evil Requiem Uses Sony's Brand-New PSSR Upscaler

Darren1967

This is great news.

I played the PS5 Pro version of Resident Evil Requiem last night on my LG C3 OLED TV and was blown away by how good the game looks visually, especially after hearing that it is upscaling from a base resolution that is only slightly higher than 1080p.

After the initial excitement and then disappointment of PSSR 1.0, I have been eagerly awaiting the release of PSSR 2.0. I was hoping it would be part of the current beta firmware, which I am currently testing, but sadly it isn't.

That PSSR 2.0 can be forced at a system level, I assume in similar way to how DLSS3/4 and FSR4 work on PC, is surely a blessing?

Even if it isn't perfect, it means that we finally have an option to fix all those lacklustre early Pro PSSR enhanced games that were never fixed by the developers. I'm thinking of Star Wars Jedi Survivor and Silent Hill f here.

Also, this may resolve issues with games like Star Wars Outlaws and Silent Hill 2 which were patched with options to turn off PSSR but now may actually look good with it enabled when forcing PSSR 2.0 at a system level.

I expect that most developers will not bother to patch there games with PSSR 2.0 officially as it wouldn't make sense for them to spend money on older games that are only enhanced for a niche console with a small user base.

Fingers cross that this will actually be as good as I am hoping it will be.

Re: Xbox Under New Management - But What Can Actually Change?

Darren1967

The problem is that Microsoft have damaged the Xbox brand and reputation with too much interference from the higher ups. They've diluted the brand to the point where I no longer see Xbox as a console worth owning but as a publisher of the handful of decent games each year that I can buy on my PC.

Long gone are the exciting Wild West days of the original Xbox and the excellent (if somewhat unreliable) Xbox 360. Xbox One should have been the next step in console gaming dominance but instead it flopped with a disastrous TV! TV! TV! unveilling and Xbox has never really recovered since. The hardware isn't selling and as a result Game Pass subscriptions have stagnated.

Can Xbox come back from this?

It would be sad to see it go completely - Sony need competition - but at the same time it is hard to see anything positive from all the years of mismanagement, u-turns and lies. I would not be at all surprised if Microsoft switch Xbox over to just being a games publisher over the next few years and abandon the hardware market completely.

Whatever they do, I will not be buying future Xbox hardware.

Re: Tested: Resident Evil 4 Remake's New PC DRM Impacts CPU Performance

Darren1967

I've started to really dislike Capcom's slack business practices.

On the one hand, they do release consistently good games but on the other, more worryingly, is their complete apathy for releasing their games with issues that either take months to fix (the infamous stuttering bug in Resident Evil Village on PC for example) or releasing their games with serious performance issues (such as Monster Hunter Wild which was a complete disaster on PC).

Now we have this. I cannot say that I am surprised that they've degraded the performance in Resident Evil 4 on PC with a DRM replacement update but I will say that this is another massive disappointment to join all the other disappointments.

Honestly, at this point I'm seriously wondering if buying any Capcom game at launch on PC is a good idea. Seems like the prudent thing to do is to wait a couple of years in the hope that the various issues are fixed. By then the game will likely be cheap in a Steam sale anyway so it's a win-win for me really.

Re: Review: GRID Legends on Switch 2: An Excellent Racer, Stacked With Graphics Options

Darren1967

I am disappointed that the Switch 2 TV experience lacks VRR support not to mention poor support for 120 Hz which would be great for this game's 40 fps Balanced mode in the absence of VRR support in docked mode.

I only use my Switch 2 in docked mode as I find the LCD screen such a massive letdown compared with the Switch OLED. That wouldn't be an issue if more games supported 120 Hz/40 fps modes and VRR in docked mode.

But then this is Nintendo who are about 5-15 years behind when it comes to adopting technologies that others have used for years. "Anti-aliasing" is still an alien concept to many of their first party developers for example.

Re: Review: Metroid Prime 4 Proves Retro Studios' Prowess On Switch 2

Darren1967

@ramu-chan - Kind of agree that this is definitely a game that looks like it was designed first and foremost for the Switch and then "uprezzed" for the Switch 2. It looks kind of like the upgrade we saw from the Super Mario Odyssey patch on Switch 2 in my opinion. Looks sharper and clearer but definitely not a generation leap in graphical fidelity over the Switch version which I saw a comparison of on YouTube this morning.

As such, it looks nice enough for a Switch 2 game but at the same it is disappointing that it isn't doing more with the hardware beyond offering a higher resolution and a 120 Hz mode.

I think we are going to see a very long cross gen period on Switch 2 as it seems clear that Nintendo are absolutely not going to be turning their backs on the those 100+ million original Switch owners any time soon. I kind of get it but at the same time without the exclusives then there is less incentive for those people to upgrade to a Switch 2 if almost all the major first-party releases on both consoles.

Also, it is funny to think that the game likely looks better on the Switch OLED in portable mode than it does on the Switch 2 by virtue of it having a superior screen! I hate the LCD screen on my Switch 2 so much that mine has been permanently docked to my 55" OLED TV since I bought it in June!

Re: Proof That Recent Windows Update Harms Gaming Performance

Darren1967

I loaded up AC Shadows a few weeks ago and noticed that the performance was surprisingly bad but at the time I just put it down to it being the result of a bad patch or something. Good to know that this is fixed but it does annoy me just how many things Microsoft break with Windows updates.

I had an issue with Star Wars Outlaws crashing to the desktop with no error or event log entry when I updated to Windows 11 24H2 last year and it took almost six months for that issue to be fully fixed at which point I had lost interest in playing the game.