Digital Foundry: Switch Rumors, Ray Tracing, and DF News
Nintendo Switch 4K Rumors
Discussion regarding the ongoing speculation surrounding a "4K capable" Nintendo Switch model. The team analyzes the recent "tweet war" between Nintendo of Japan and Bloomberg, noting that while Nintendo has issued denials, the existence of development kits appears highly probable given industry standards and previous product cycles.
• Nintendo's denials are routine corporate messaging and should not be treated as objective proof that hardware is not in development.
• Semiconductor shortages remain a major factor; even if new hardware exists, a large-scale launch may be difficult for the company to execute effectively.
Xbox Series X: Dolby Vision and Dashboard Upgrades
Detailed breakdown of new features rolling out to Xbox Series hardware, specifically the integration of Dolby Vision and the move to a higher resolution dashboard.
• Dolby Vision gaming: Testing suggests it improves highlight detail in HDR content, providing a more refined look compared to standard HDR10, though system calibration remains complex.
• 4K Resolution Dashboard: Microsoft has updated the dashboard to render text at 4K. While many graphical assets remain at 1080p, this is seen as a positive step towards a fully native 4K UI, similar to the evolution seen on the PS4 Pro.
Tokyo Game Show (TGS) in VR
The team discusses the emergence of virtual trade shows, specifically the TGS VR experience, which represents a shift in how remote audiences can engage with industry events.
• The VR experience offers a creative and immersive look at titles and exhibitions, moving beyond simple static websites.
• The panel explores how cloud streaming could eventually allow for hands-on demos within these virtual spaces, potentially solving the problem of networking and accessibility at digital-only events.
NVIDIA DLAA Technology
Alex explains DLAA (Deep Learning Anti-Aliasing), a technology that repurposes the DLSS machine learning algorithm to provide high-quality anti-aliasing while running at native resolution.
• DLAA vs. DLSS: Unlike DLSS, which focuses on upscaling from a lower resolution, DLAA operates at native resolution to provide superior edge quality and temporal stability.
• It is highlighted as a potential "pristine" quality setting that could be a significant future-proofing tool for PC gaming.
Technical Insight: Frame Pacing and Unity
Analysis of the "judder" issues found in games like ActRaiser Renaissance and Alex Kidd.
"What we think is happening actually is that for these 2D games especially, they're essentially using a rigid body 2D element... and then essentially attaching the camera directly to that object."
• The team posits that Unity's default fixed time step might be the culprit, as it aligns with 50Hz rather than 60Hz, causing camera motion inconsistencies. Simple adjustments to this default value could significantly smooth out performance in future titles.