Home Artists Posts Import Register

Content

Early access for DF Direct Weekly #156 is arriving imminently, but here's a bit more #content to watch - this one is going public later today.

Hi-Fi Rush has arrived on PlayStation 5 and it's an excellent port of the original Xbox Series X and PC games... with slightly improved shadows. Tom Morgan reminds us of how great this game is, then examines Xbox's multi-platform record so far. From Ghostwire: Tokyo's Xbox issues to Pentiment receiving 120Hz support on PS5 first, surely Microsoft's flagship console should automatically be the best place to play its games and the first platform to receive new features? But too often, that's not the case...

Downloads: https://www.digitalfoundry.net/hi-fi-rush-ps5-review-xbox-multi-platform-releases-the-story-so-far

Files

Hi-Fi Rush PS5 Review + Xbox Multi-Platform Releases - The Story So Far

Hi-Fi Rush has arrived on PlayStation 5 and it's an excellent port of the original Xbox Series X and PC games... with slightly improved shadows. Tom Morgan reminds us of how great this game is, then examines Xbox's multi-platform record so far. From Ghostwire: Tokyo's Xbox issues to Pentiment receiving 120Hz support on PS5 first, surely Microsoft's flagship console should automatically be the best place to play its games and the first platform to receive new features? Subscribe for more Digital Foundry: http://bit.ly/DFSubscribe Join the DF Patreon to support the team more directly and to get access to everything we do via pristine quality downloads: https://bit.ly/3jEGjvx Want some DF-branded tee-shirts, mugs, hoodies and more? Check out our store: https://store.digitalfoundry.net For commercial enquiries, please contact business@digitalfoundry.net

Comments

alpha54

Awesome video Tom, really enjoyed this one. Fantastic mix between doing the actual Hi-Fi Rush analysis while covering ancillary topics that a lot of peeps would be interested in. Great job mate

Wideboyslim

Thinking about system comparison, what about VRR? Ps5 and VRR DF produced a good early analysis of VRR for the PS5. There appear to be at least 4 categories of game but coverage of this is often opaque: - 1. Games that don’t support VRR at all. 2. Games that don’t natively support VRR but VRR will work if applied in system settings. 3. Games that natively support VRR in the range 48-120fps. 4. Games that natively support VRR but implement low framerate compensation. Whereas Xbox allows 120hz output to be “forced” and implements LFC on a system level, the PS5 is more quixotic. See for example, Dragon’s Dogma 2. 120 hz output can be “enabled” but LFC cannot be applied at a system level. Why is there so much variation in the application of a technology which at its core is part of HDMI 2.1, which the PS5 supports? Why isn’t VRR with LFC not a system option? Technical, philosophical or both? What work is required by a developer to leverage this? Isn’t LFC simply part of the SDK? Shouldn’t DF be clear(er) how a game uses VRR?