DLSS Updates, Xbox Ally X20 and Game Port Reviews
DLSS updates and frame generation
The panel discusses NVIDIA’s new Preset C for DLSS frame generation and the reduced processing time announced for DLSS 5. Oliver considers the potential for further optimization and wider game support, while the others note that bringing the technology into games requires studio work.
Rich compares Presets B and C in Crimson Desert. Preset C raises frame rates and can reduce latency, particularly at higher frame-generation multipliers, but it handles subtitles, particles and other difficult content less well than Preset B. The panel also discusses frame generation’s usefulness for high-refresh-rate play and its remaining issues with 2D interface elements.
ASUS ROG Xbox Ally X20
Rich shares his first impressions of the Ally X20, highlighting its OLED HDR display, revised controls and other refinements. The Xbox interface has improved, but Windows setup, updates and game troubleshooting still make the device feel like a Windows PC rather than a console. The panel discusses performance in Gears E-Day and Cyberpunk 2077, the device’s price, and the appeal of its screen compared with the relatively similar performance of the earlier Ally X.
AI-assisted development and game projects
The panel considers Epic’s claim that its faster game-store launcher was “vibe-coded,” the company’s wider embrace of AI-assisted development, and Microsoft’s Xbox Labs. John questions the launcher’s quality and the trust implications of its presentation. Oliver explains how current AI coding workflows differ from the term’s earlier connotations, while the panel discusses whether remixing games and decompilation projects can produce worthwhile results.
They also discuss concerns that AI-assisted projects are flooding the internet with unfinished or low-quality work, making it harder to distinguish useful projects and discouraging experienced contributors. They argue that the technology’s use should be judged by the quality of what it produces, not simply by the volume of output.
The Crew Motorfest on Switch 2
Oliver reviews the Switch 2 port. Docked play targets 30fps with few dips, but handheld play has inconsistent frame pacing or performance despite the same target. He notes reduced visual settings in handheld mode and suggests the issue may be fixable. Rich and Oliver discuss possible performance factors and call attention to the difference between the two modes.
Castlevania: Belmont’s Curse across platforms
John describes the game as a fast-moving, 3D-rendered Metroidvania with a 2D-like presentation and some modern action-game elements. He compares its performance and image quality across PC, Steam Deck, Switch 2 and PlayStation 5. The PC version is his preferred option; the Switch 2 runs at 60fps but looks low-resolution, while the PS5 version appears to use a 1080p image scaled to 4K and feels less responsive. The panel also discusses the game’s resolution options, visual effects and music.