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Hello, everyone! It looks like it'll be Rich, Will and Alex at the mics tomorrow as we embark on the filming of the content that will eventually become known as 'DF Direct Weekly #85'. So what's cooking?

The key discussion points for the show will come from two fronts - we'll be discussing the price-point and initial line-up of PlayStation VR 2, now confirmed to be coming in February 2023. Alongside that, we'll be going into depth on everything revealed in today's RDNA 3 reveal - obviously there've been some leaks there, but as of this writing, we still have little idea of what to expect in performance terms. We're going into this one unspoiled - and we love it.

But now's the time to suggest any further news discussion points you may like us to consider looking at - and also to offer up your questions for discussion in the Supporter Q+A section! Have at it!

Comments

Right, what's all this then

One of the reasons I've largely ditched contemporary PC gaming is stutter. Epic seems to be investigating improving it for UE5, but could there be a cross-engine solution? As technical reporters, have you been able to speak with developers, or perhaps even considered gathering all their disparate knowledge and presenting the issue and ways to avoid or solve it at GDC?

Right, what's all this then

Are there any recent indie games using technology in an interesting way that you don't have time to cover during the usual AAA Q4 madness, but which you'd like to revisit when things have calmed down?

Anonymous

Any chance you guys can explain the the difference between the stutter struggle of these shader compilation issues vs end-user computer related problems? I can never tell if a game is running poorly due to my computer or if its a game-centered problem!

Anonymous

Another question for you fine people on #StutterStruggle. It seems that Valve has a shader pre-cache system implemented for Vulkan and openGL. Is it possible that they could roll out support for DirectX APIs as well? What, if any, are the technical hurdles preventing Valve from addressing this in Steam, or is it just a matter of Valve focusing their effforts on Linux APIs for the benefit of the Steam Deck?

sj33 (Jake)

Hi all, yet another game has been ruined by shader compilation stutter which week with the release of Sackboy, and that makes me sad. It has me thinking - was DX12 a mistake? Was it actually better for this kind of thing to be abstracted away from being the responsibility of the developer? What about Vulkan? We don't tend to hear about stuttering with Vulkan games, but is this due to there simply being less games using Vulkan? Is the best short-term solution to simply let players enable asyncronous compilation with a warning?

Anonymous

So AMD has doubled the amount of Streaming Processors per CU. I speculated why Nvidia doubled the amount of Cuda Cores per SM on RTX 3000 for the same reason I'm speculating AMD did it now : DirectStorage and Nvidia and AMD's respective implementations with RTX IO and Smart Access Memory. With those using the GPU's compute to do data decompression, having double the amount of compute per SM/CU means there's plenty of compute for decompression and plenty of compute for the game itself. Any thoughts on this?

Snorlax jobless

Are you interested in looking for more Mac console ports in the future, it is baffling to me that the console-like unified memory architecture has not been exploited yet on ports that fare bad on pc because of its translation to Vram-sysram division, the only caveat I see is x86 to arm instruction but since roseta 2 has been so performant I can only imagine their dev tools being top notch in that regard (not the notch on their phones lol). Maybe Mac can fix #stutterstrugle, quite a plot twist that would entail.

Anonymous

Hi folks. I'm super hyped for the PSVR2, its tech looks great and I didn't expect a price that low for those features. But is it just me or is the launch line-up of games kinda a downer? Or maybe it's because I feel only "curious" by Horizon VR but not that excited. At least with the PSVR1, we did get the unforgettable experiences that were Until Dawn Rush of Blood, Rez Infinite, Batman Arkham VR and more weird experiments like Battlezone, Bound, Hatsune Miku, Super Stardust, Job Simulator, some strange demos and so many more. But maybe it's because the full line-up hasn't been announced... which would be weird only two weeks before preorders begin. I don't know. As of today, something feels off on that matter.

Polyh3dron

Interested to get your thoughts on Resident Evil Village for Apple Silicon Macs.

Anonymous

Given that AMD is describing their GPU architecture as 'unified', woudn't it be possible to give the user to possibility to definie, how compute power is divided between raster and rt? If not then what would be the reasons for that, hardware or software related?

Madmonk

PSVR2 seems like great tech for the money, but is a big chunk of change compared to the price of a PS5. The price would be more palatable to some if it could also be used with their PCs and let them access the big library of games there. How hard would it be to make it work on PC?

Madmonk

Is there a chance of a double GCD RDNA3 card?