r/digitalfoundry

Sony, Nintendo and Microsoft should just let us install mods for every game. Especially since publishers rarely update the frame-rates and resolution of older games.

I think we all have that one or two games we desperately want to replay from the previous generation….that looks terrible on 4k displays or is stuck at 30 fps. Some that come to mind for me are: Batman arkham knight, mad max, uncharted: the nathan drake collection.

Why not just let people make a community patch since the publisher is never going to update these game again in their current form.

Sandboxing is a thing that works, if either console maker is worried about security. From my understanding, these games run in a sort of semi-VM environment anyway on both platforms.

Just disable online play, trophy’s, etc when these mods/patches are enabled for that specific app.

reddit.com
u/Alternative-Elk-6291 — 18 hours ago

DF Direct Q+A: Oblivion Remastered - Can Switch 2 Optimisations Fix PS5/PC/Xbox Versions?

>Bethesda is promising a new patch for Oblivion Remastered based on the Switch 2 version's optimisations - but is there any evidence to suggest that the Switch 2 optimisations will make any real differences for the other versions? Meanwhile, Oliver clarifies his comments on which PC specs reflect next-gen consoles, whether Project Helix will make much of a difference for Microsoft and whether Epic should make their own console (!). Finally, how come Switch 2 hasn't really much in the way of cross-gen first party exclusives?

youtu.be
u/MythBuster2 — 24 hours ago

How likely is it that next gen consoles will not come with a controller in the box?

Given the whole RAM and components shortage crisis, do you think this is something all of them are thinking about?

And as a way to mitigate backlash, what if they let you use your current gen controller instead?

Or do you think the backlash would be so severe that it’s not really worth it?

reddit.com
u/Alternative-Elk-6291 — 4 days ago

DF Direct Weekly #277: Crimson Desert Switch 2 Confirmed, Gears E-Day PC Tested, Viture XR Glasses!

>The team reacts to Pearl Abyss' statement that Crimson Desert is - somehow - coming to Switch 2, but the first order of business is to share impressions (and performance testing) for the Gears of War E-Day MP beta on PC... and while extremely impressive, we do have some concerns. Rich tests a remarkable system for playing Switch 2 games on the go in TV move with a virtual 174-inch OLED display, John's excited by a new wave of announced VR titles, there's curiousity around Xbox/Game Pass app games coming to Linux and there's some eyebrow-raising data on Resident Evil Requiem physical disc sales.

youtu.be
u/MythBuster2 — 3 days ago

Oblivion Remastered - Switch 2 DF Review - Impressive Visuals, Frustrating Performance

>A handheld port of Oblivion Remastered was always set to be a challenge on a tech level - but here it is on Switch 2 today. In keeping its Unreal Engine 5-enhanced visuals it's surprisingly in tact, though cutbacks in shadow quality and world detail are apparent. More of a problem is the stability at 30fps, with Switch 2 sporting obvious hitches in the open world. Tom goes into detail on an initially impressive, but also frustrating port.

Article: https://www.digitalfoundry.net/reviews/switch-2-oblivion-remastered-frustrates-as-much-as-it-impresses

youtu.be
u/MythBuster2 — 5 days ago
▲ 21 r/digitalfoundry+1 crossposts

PS5 pro weird graphics issue HELP

So this happened the other day. I am running a ps5 pro with the AW2726DM OLED monitor and I was playing cyberpunk 2077 when out of nowhere black smudges/dots appeared all over the screen and started flickering. The weird thing is they only appear during gameplay and not when I pause or go into the game menu or even the PlayStation Home Screen. I opened up another game and same thing (both having hdr and ray tracing with pssr turned on) I then restarted my ps5 pro. And the issue was gone. This happened days ago and has not reappeared, but I’m still having some uneasiness. Is my GPU dying ? Or showing symptoms of dying?

u/Ornery_Sandwich5563 — 5 days ago

PS5 emulation arrives on Steam Deck, Astro Playroom showcased running at 0.6 FPS — milestone SharpEmu development shows promise, despite unplayable performance

tomshardware.com
u/Stukwan — 6 days ago

Nvidia DLAA in Twilight Princess!

Something I have been working on for a bit, amazing what’s possible with the Dusklight PC port.

youtu.be
u/JDZavicii2 — 7 days ago
▲ 497 r/digitalfoundry+1 crossposts

for people curious about the 16 GB VRAM thing from the steam survey that they talked about in today's weekly direct, here are the actual accurate numbers from the steam survey on windows computers

u/mashdpotatogaming — 10 days ago

DF Direct Q+A: DF Independence Celebration - One Year Since Leaving IGN!

>It's been a year since Digital Foundry parted ways with IGN, buying out its shares and becoming completely independent. The team discuss the challenges of the last 12 months within the context of continuing bad news within the games business, before discussing what we've achieved from our objectives, where we've fallen short and how we're looking to revamp our tools. Beyond that, there are more questions about the future of the console business, the idea of an Xbox Helix "add in card" for PC, how Nintendo has achieved success without compromising its identity and finally... what PC spec today would match the consoles of tomorrow?

youtu.be
u/MythBuster2 — 8 days ago
▲ 32 r/digitalfoundry+2 crossposts

The Lord of the Rings: War in the North got re-released by Aspyr as the "Legacy Edition" on 11th of August, 2026 + background info + noting down technical changes

Good news for once. Aspyr seems to have been able to relicense, develop and self-publish "The Lord of the Rings: War in the North" to rerelease it as "The Lord of the Rings: War in the North - Legacy Edition". It was re-released on August 11, 2026 on Steam, GOG, EGS, PlayStation 5, XBOX Series S|X and Switch 1 & Switch 2 (although a European Nintendo release is gonna follow on October 18th, 2026 for reasons unknown, can confirm myself that it isn't available yet on Switch 1 and 2 in Europe).

How is this possible?

The original was developed by Snowblind Studios (merged into Monolith production in 2012, which Warner Bros closed down in 2025) and published by Warner Bros. It released originally in November 2011 and was delisted on February 13, 2019, likely due to LOTR licensing expiration. Embracer Group (owners of Aspyr) acquired the LOTR literary works IP rights in August 2022 by acquiring Middle-earth Enterprises, which also owns the War in the North IP rights. Aspyr/Embracer likely then had to buy/license the publishing and code rights from Warner Bros to make this all possible.

Aspyr said they are planning to re-release more LOTR games in the future.

Changes known so far compared to the original release

Aspyr didn't note down any changes made for this re-release, so let's dig into it ourselves from public information that is available as I don't own the game myself. Changes I've noted so far:

  • Game is now 64-bit instead of the previous version still having been 32-bit. This allows the game to use more RAM to avoid slowdowns and crashes.
    • Also entails upgrades of internally used libraries, like Bink Video. This likely brings additional bugfixes and performance improvements.
  • Game uses Epic Online Services now for online multiplayer functionality.
  • The install size is twice as large as the original game.
    • Bik Video files of cinematics (opening logos, intro, outro, main menu background etc.) are significantly larger in size
      • Compressed with much newer Bink v2024.4.0 and Bink v2025.5 (varies a bit per file), and of Bink format 2.8.
      • Cinematics are now encoded at full 4K resolution (according to RAD Video Tools). Don't own the original version to compare in detail.
      • Looking at the cinematics closely with RAD Video Tools, I think I'm seeing artifacts and oversharpening that might be hinting strongly on that these video files might have been AI-upscaled instead of natively re-rendered.
    • Unknown whether in-game art was also touched up. Not that intimately familiar with the old version to make conclusions on that front. Aspyr said nothing about this so far.
  • The renderer got upgrade from D3D9 to D3D12, likely for improved performance and compatibility with modern hardware.
  • Extra notes:
    • Nothing there to indicate Unreal engine usage as the files of the game strongly indicates it is still using the original's Snowblind Engine/Dark Alliance Engine.
    • The main executable is only 12 MB of size, so no Denuvo DRM either of course, as it also released on GOG.
    • Same 120 FPS cap as the original had.
      • Not dependent on Vsync as forcing Vsync off, keeps the FPS limit intact.
      • Performance seems to be excellent.
  • Noted issues:
    • Camera motion speed is tied to the FPS (reported this to Aspyr already)
      • Higher FPS = slower camera speed
      • Lower FPS = faster camera speed
    • Setting non-native resolutions in fullscreen mode that do not adhere to your own monitor's aspect ratio, like 800x600 resolution on a 2560x1440 resolution monitor, causes the image to be stretched instead of native image with black borders. (also reported to Aspyr)
    • Borderless mode acts as borderless windowed mode instead of borderless fullscreen, causing it to display as a much smaller window when you set the resolution to something non-native. (also reported this to Aspyr)
    • No Vsync toggle of any kind. Suspicion of either forced Vsync or no Vsync support at all.
      • Cannot find out for certain due to the game's configuration files being encrypted.
    • Text fonts seem to be still of quite lower quality and are visibly of lower resolution. Looks a bit unsharp.
u/mrtnptrs — 8 days ago

Did you know this AAA game from 2014 ran at a locked 60 on Xbox 360?

I feel like this is hardly known, and it took a while of searching around to find any solid 60fps material online (only the Japanese walkthrough?).

It's kinda crazy that MachineGames set this bar for Wolfenstein: The New Colossus, especially for a release post the launch of the 8th gen consoles. id Tech 5 really was a beast. Even with all the baked lighting, the complete game is intact. Sure, lower-res textures and 720p res, but for a 2005 console with 512 MB of RAM, this is a hell of a feat.

This probably flew under the radar because it was a year before Digital Foundry started doing VO content, and 60 FPS on console wasn't really a big talking point back then like it is now. So I thought it would be fun to share.

youtube.com
u/Joris-truly — 9 days ago

I went looking for the most British DF Direct ever made and ended up cataloguing all 413 of them

Hello everyone.

This began with what I assumed was a fairly straightforward question: what is the most British DF Direct ever recorded? Answering it has, perhaps predictably, become a completely unreasonable spreadsheet.

What we have in the here and now is 413 episodes running from April 2019 to last week, sorted into 276 Weeklies, 48 Showcase / Event Specials, 48 Standalone Directs, 25 Q+As, and 16 entries filed under the admirably vague heading of "Not a Direct?", which is a bespoke category of sorts for the shows that resist classification.

For each one I've logged the release date, title, YouTube link and which of the seven regulars actually turns up: Rich, John, Alex, Oliver, Tom, Will and Audi. Sources were the Patreon archive, YouTube metadata, captions, etc, followed by a fair amount of manual checking whenever the automated approach reached a confidently ridiculous conclusion. The fact of the matter is that years of inconsistent metadata will only get you so far.

Which brings us to the finding, and it is a disappointing one. What I was hoping for was a magnificent Rich, Will and Tom episode. No such episode exists. All three appear together exactly once, in Weekly #100, and only because all seven regulars turned up, which drags the Britishness quotient down to a merely respectable 3/7.

Exclude the solo shows and the winner is DF Direct Q+A #269: Steam Machine - The Big Price/Performance/Form Factor Discussion, from June 26th of this year. Rich and Will. Two British contributors out of two. A flawless 100 percent, and essentially the only episode in the entire archive to manage it.

Technically correct, then, but spiritually inadequate. Seven years, 413 episodes, and not one of them is the Rich/Will/Tom show. Somebody should look into that.

The rest of the spreadsheet is what happens when you don't stop there. The Cast Browser tab lets you filter by any combination of regulars. Want every Rich/John/Oliver episode? Every Will/Tom appearance? Trivial now, as opposed to interrogating 400-odd video descriptions by hand.

The Analysis tab contains the inevitable statistical consequences: total appearances, pair frequencies, appearances by year, co-occurrence, etc. There's also a row-normalised version, which is genuinely next level stuff. A symmetric matrix will tell you Rich and Will have shared 14 episodes and leave it at that, whereas the more useful observation is that those same 14 episodes account for 87.5 percent of Will's total appearances and 4.2 percent of Rich's. Same number, entirely different meaning depending on which way round you read it.

A few other findings, offered without comment:

  • Rich has appeared in 334 episodes, or 81 percent of everything ever released
  • 95.8 percent of Audi's appearances also feature John
  • Oliver and Audi have shared exactly one episode
  • Tom and Will have shared two

There will be errors in here somewhere. It is what it is. If you spot one, please shout.

Spreadsheet: https://docs.google.com/spreadsheets/d/1n6WMZ7y0LB_LssDYyH6BXCxz08C-QjLKi1IE47LSSgc/edit?usp=sharing

Q+A #269 remains the most British DF Direct ever made: two British men debating whether a small computer offers good value and ought to have a handle. On reflection, perhaps that was inevitable.

u/leftisthominid — 9 days ago

DF Direct Weekly #276: GTA 6 An Extended Look Reveal Reaction, Quakecon 2026, Xbox 360 On PC

>What was looking like a fairly quiet week turned into a frenzy with the news that Rockstar will be publishing an "extended look" at Grand Theft Auto 6 on August 27 - but what should we expect? And why on earth would Netflix pay for a six-hour exclusivity window? Meanwhile, The Verge reveals Microsoft docs confirming Xbox 360 emulation for PC, Xbox Disc2Digital should be coming soon and someone has Half-Life Alyx kinda running on Meta Quest 3. Finally can the Steam Hardware Survey really be trusted? Are there really more 16GB GPUs out there than 8GB GPUs?

youtu.be
u/MythBuster2 — 10 days ago

Ma feuille de route pour id Software Evercade en 2027-2028 : réaliste ou beaucoup trop optimiste ? 👀

🙄

Avec la DOOM Collection qui a démontré le potentiel d'Evercade pour les portages natifs de jeux PC classiques, je me suis demandé à quoi pourrait ressembler la feuille de route idéale d'id Software pour les prochaines années.

Précisons qu'il s'agit uniquement de ma liste de souhaits concernant les sorties liées à id Software, et non d'une prédiction pour l'ensemble de la feuille de route d'Evercade.

Dans ce cas de figure, chaque jeu listé ci-dessous serait un portage natif Evercade et non une version émulée, tirant pleinement parti du matériel avec une prise en charge optimale des manettes, un format écran large lorsque cela est possible, 60 images par seconde lorsque c'est possible, et d'autres améliorations de confort de jeu. Printemps 2027 — Collection Heretic + Hexen

  • Heretic

  • Shadow of the Serpent Riders

  • Hexen

  • Deathkings of the Dark Citadel

  • Potentiellement du contenu plus récent également Une cartouche Heretic/Hexen native semble être une suite naturelle à DOOM, tout en offrant une ambiance dark fantasy totalement différente.

Automne 2027 — Collection Quake

  • Quake + extensions

  • Quake II + extensions

Les deux titres seraient entièrement natifs sur Evercade, idéalement en format écran large, 60 images par seconde et avec une compatibilité optimale avec les manettes modernes.

Pour moi, ce serait la sortie majeure idéale pour Noël 2027. Quake I et II sur une seule cartouche seraient une vitrine exceptionnelle pour Evercade et le genre de licence majeure qui pourrait également contribuer aux ventes de consoles pendant les fêtes. Printemps 2028 — Collection id Software

  • Wolfenstein 3D + Spear of Destiny

  • Commander Keen 1 à 5 Tous ces titres tourneraient nativement sur Evercade et bénéficieraient idéalement d'une remasterisation dans le même esprit que Duke Nukem 1 et 2 Remastered.

Wolfenstein serait le titre phare, tandis que Commander Keen apporterait de la variété et suffisamment de contenu additionnel pour donner à la cartouche une véritable profondeur. Automne 2028 — DOOM Collection 2

  • DOOM 64 + The Lost Levels

  • Legacy of Rust

  • Une sélection de campagnes classiques et communautaires majeures telles que Back to Saturn X, Deathless, Tetanus, DOOM Zero, etc.

L'idée serait, une fois de plus, de proposer les versions originales.

DOOM 64 serait la tête d'affiche, tandis que Legacy of Rust et quelques-unes des meilleures campagnes DOOM classiques modernes permettraient à cette deuxième compilation d'être aussi riche que la première. Ma feuille de route idéale pour Evercade, axée sur id Software, serait en gros :

2027 : Heretic/Hexen → Quake I + II

2028 : Wolfenstein/Commander Keen → DOOM Collection 2

Évidemment, ce n'est que ma liste de souhaits personnelle et elle ne repose sur aucune rumeur ni information privilégiée. 😅

Mais maintenant qu'Evercade démontre de plus en plus son savoir-faire en matière de portages natifs, au lieu de se reposer exclusivement sur l'émulation, des sorties comme celles-ci ne me semblent plus aussi farfelues.

Qu'en pensez-vous ? Une feuille de route basée sur des portages natifs comme celle-ci est-elle techniquement et commercialement réaliste pour Evercade ? Et surtout : ces cartouches vous donneraient-elles suffisamment envie de les acheter ? Que changeriez-vous ou ajouteriez-vous ?

reddit.com
u/retro-spaghetti-83 — 8 days ago

NOT retro enough? Show #20 might need the second part

That was a great idea to discuss how game developers artistically dealt with limitations of the past.

But the chaps only went maybe about as far as 1990, but, of course, it goes further back in computer history.

For example, Sinclair ZX Spectrum and its clones have totalled up to 12 million units, which js thrice smaller than the original Nintendo console sales by the end of the 1980s, but a massive phenomenon of the past still.

Being cheap in too many ways this computer had a way more limiting capabilities because it could only display two colours per 8*8 pixel block, so game developers have used techniques to create graphics around that, and it is seen in many games that were not just ports from platforms with better graphics.

This Spextrum platform has an advanced demo scene which has required incredible mastery to deal with maybe the most limiting capabilities of all machines of the kind.

Platforms like Atari 1000are also interesting because they were somewhat worse than Commodore Amiga, so programmers had to use their own tricks to fight the limitations.

But even earlier than all that there were simpler cheaper computers that did not have raster graphics at all, but could only use pseudo graphics, and people were creating wonders with those, too. Osborn, Kaypro II, Sinclair ZX80/81, TRS-80, Commodore PET, with the latter being the most popular of those.

John might get his friends who are ten-twenty years older than him to do the deep dive.

reddit.com
u/RRDDSS — 8 days ago