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Discussing the latest gaming and technology news, this episode delves into the acquisition of game network by IGN, stirring a mix of worry and curiosity among the community.
Topspin 2k25, a long-awaited addition to the tennis game genre, marks a return to form with its simulation-style gameplay. Developed by 2K, the game's use of a proprietary engine from Hanger 13 hints at similarities to the Mafia series, offering a good-sized roster and authentic motion capture for players like Roger Federer. Despite some character model issues, the game runs smoothly at 60 fps on next-gen consoles, with resolution variations across platforms.
While the acquisition of game network by IGN may raise concerns among fans, the potential benefits for digital foundry point to a more promising future. As part of a gaming-focused company like IGN, digital foundry could receive better support and resources, enabling growth and more opportunities for collaborations and content.
Amidst worries and speculation about the impact of the acquisition on digital foundry, fans express concerns about potential changes and the fate of the brand under IGN. Despite the uncertainty, reassurance is offered about the team's commitment to maintaining the integrity and quality of their work, ensuring business as usual with hopes for positive outcomes.
In some games like Ghost of Tsushima, frame rate limiting options are not explicitly available in the game's settings. While v-sync can help provide a cap, users may desire more precise control for a consistent experience. For high-end systems, fluctuating frame rates with VRR might suffice, yet having an arbitrary cap for non-VRR users could enhance stability.
A scenario where a 4k 240Hz display exhibits varying frame rates between 90 to 240 FPS highlights the need for precise frame rate limiting options. Customizable frame rate caps, similar to what Valve offers on the Steam Deck, provide users with the flexibility to set their preferred maximum refresh rate, ensuring smoother and consistent performance.
The approach to frame rate management needs to consider a range of hardware configurations and user preferences. While some games may benefit from enforced cinematic settings for artistic vision, providing optional frame rate caps allows users to tailor their gaming experience for optimal performance and visual quality.
Developers discuss the importance of future compatibility in gaming, citing examples like Starfield and Fallout 4 offering 4K gameplay options. They explore the shift from developer to user responsibility and suggest options like toggles for frame rate targets and visual modes. The conversation delves into how developers need to consider hardware advancements and potentially offer hidden options for improved gameplay.
The discussion revolves around the potential of 8K gaming by 2030, with skepticism about its mainstream adoption. Concerns arise about the practicality of 8K resolutions due to limited visual benefits, pixel density challenges, and bandwidth requirements. Participants highlight the current focus on scalability in games, driven by factors like Steam Deck, suggesting that widespread 8K adoption may not be imminent.
Debating the relevance of 8K displays, participants question the significant visual enhancement and practicality offered by 8K resolutions. They emphasize the importance of scalability in game development, alluding to potential limitations for handheld devices like Steam Deck. Despite advancements in technology, doubts persist regarding the necessity and feasibility of widespread 8K gaming by 2030.
Analyzing the challenges of ensuring future compatibility in games, the conversation highlights the need for developers to anticipate hardware advancements and provide flexible gameplay options. Examples from past games like BioShock and current titles such as Starfield underscore the complexity of incorporating settings that cater to evolving hardware capabilities. The dialogue emphasizes the importance of considering user experience and hidden options for enhanced gameplay.
Exploring the concept of RTX Remix for classic games, participants discuss the potential for enhancing older titles with path tracing, ray tracing, and DLSS technology. Suggestions for games like Unreal and Giants: Citizen Kabuto signal a desire to revitalize classic titles with modern graphical features. The conversation highlights the evolving landscape of graphics technology and the possibilities of updating legacy games for improved visual fidelity.
Debating the prevalence of screen tearing and Variable Refresh Rate (VRR) adoption, participants analyze the role of VRR as a gaming feature. Discussions point to the potential overreliance on VRR as a remedy for performance issues, with considerations for optimizing game performance across various hardware setups. Insights into the trends of screen tearing and VRR implementation underscore the evolving landscape of display technologies and their impact on gaming experiences.
FSR3 frame generation comes to consoles and Rich and John have tested it! That's the lead story in a new Direct that covers the controversy surrounding Hellblade 2, the upcoming launch of Snapdragon X Elite laptops and much, much more. Tom Morgan also joins the panel this week to discuss the arrival of TopSpin 2K25, the latest in the Paper Mario Switch story and his astonishing attempts to get Ark: Survival Ascended to run at 60fps on PlayStation 5.
0:00:00 Introduction
0:01:15 News 01: Immortals of Aveum FSR3 frame-gen tested!
0:18:16 News 02: Hellblade 2 review reaction
0:45:34 News 03: IGN buys Gamer Network... but what about DF?
0:57:44 News 04: TopSpin 2K25 impressions
1:08:14 News 05: Snapdragon X Elite processors launch
1:21:37 News 06: New Paper Mario: The Thousand Year Door details
1:30:23 News 07: Ark: Survival Ascended features console menu on consoles
1:41:12 Supporter Q1: Should ‘artistic’ effects always be optional in games?
1:47:21 Supporter Q2: Should a frame-rate cap option be added to Ghost of Tsushima?
1:52:55 Supporter Q3: Future compatibility enhancements are very helpful - so should they be a standard feature in console games?
2:01:32 Supporter Q4: Is VRR becoming a crutch for console games?
2:09:00 Supporter Q5: Are full UE5 titles finally becoming common?
2:12:35 Supporter Q6: Which game should get an RTX Remix treatment?
2:17:15 Supporter Q7: By 2030, will 8K gaming be ‘a thing’?
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