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Hello there! Welcome to the very latest news update from the Digital Foundry team, written in the wake of the weekly #content meeting. All hands were present and there's a lot to wade through, so let's get straight to it.

Rich (ie me) finally completes the RTX 5060 Ti review with anti-benchmarks this week, having sunk time into the final captures and data over the weekend. AyaNeo 3 next, along with attempting to track down a Strix Halo unit.

Tom continues our Oblivion Remastered coverage with the final piece of the puzzle - PlayStation 5 and PS5 Pro - although the updated code currently deployed on Xbox has still not arrived on the Sony consoles.

Oliver is concluding his work on our Clair Obscur Expedition 33 coverage. Yes, we did receive review code... on the day of release. Beyond that, he'll be tackling our Days Gone Remastered coverage for PS5 and PS5 Pro.

John has a few days spare before beginning work on an embargoed project, and he'll be spending the time looking at the physics festival that is Wreckfest 2.

Alex will also be putting together a short video on the game of the moment: Clair Obscur Expedition 33.

Will has been suffering from the same stomach bug I had last week, which hasn't been fun, but he's back now and looking to power through his PC cases and small form factor pieces for Eurogamer.

Let's talk about tools. We're continuing to work with Illusion behind the scenes on this. There's still a lot of work to do on the PC side which is out of our hands to a certain extent for the time being - but as you'll see in the RTX 5060 Ti review, we are beginning to introduce latency as one of the key performance metrics: fps is the number everyone knows, frame-time represents consistency, while latency - or game response - should be an equal citizen. We can get the data now on PC, but being able to nip and tuck it in the way we do with our traditional captures is something we'll need to work on.

In the meantime, the focus shifts to VRR. Long term readers of this page may dimly recall taht we have the ability to grab full VRR frames within a 4K 120Hz container - but three challenges need to be overcome. First, the preview window within the capture tool doesn't work - so unless we use passthrough, we can't see what we're capturing. Secondly, a VRR capture doesn't work in an editing tool so the route forward there is to capture 4K 120fps and introduce dupe frames to 'pack out' the video feed so it'll import nicely into Premiere. Finally, we still need to time the incoming frames to see just how V the RR is. Oh, and extend frame-times when identical 'low frame-rate compensation' frames are delivered. More on all of this soon!

For now, have a great week and as usual - please do feel free to suggest topics and respond to anything posted here!

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Comments

Jamie

Really looking forward to Clair Obscur Expedition 33

Spodlude

Please can you take a look into gamepass game support at the driver level (especially in adrenaline and for new releases) as detailed in my supporter Q5 on this week's DF direct?

Spodlude

Yes likewise, image quality bit naff and the gamepass version is also not detected in adrenaline.

Jamie

Still one of my favourite games of all time

Question Generated By JensenGPT

As for Alex's video on Expedition 33 - I have a 9070 XT and a 9800X3D and no matter what settings I was using, the game was stuttering horribly with constant bad frame timing. I installed this mod and it fixed almost every issue. I highly recommend checking it out. https://www.nexusmods.com/clairobscurexpedition33/mods/1 I also used Optiscaler to mod in FSR 4 and it fixed almost every image quality issue I had, but it introduced bugs during cutscenes.

Question Generated By JensenGPT

The image quality is quite good if you use Optiscaler to mod FSR 4 in. I haven't tried it with DLSS yet.

Spodlude

Great idea I'll try this, do you have to use xess inputs?

Marcus

I’ve started fiddling quite a bit with settings, more than I’ve done in the past and one of the biggest revelations is how good 80 fps is. It’s obviously a kind of rare refresh rate but it is divisible in a 240 Hz monitor so it works great there. While I’m doing all of this fiddling is because VRR has issues on OLED panels. I would love if you could look into VRR flicker and kind of what things can be done to mitigate it. From what I can tell one of the best methods seems to be stable frame times but as someone with a 40 series card FPS caps is hard when using frame generation. I have been using Rivatuner which works great in Star Wars outlaws and Assassin’s Creed shadows even with frame generation. That is unfortunately not the case in cyberpunk where my so far best option has been using the game pre-generation frame rate cap, even then I don’t really get a solid 120 FPS. Honestly, I just think it would be interesting to see something on OLED VRR flicker.

Snorlax cat

so last night I was running TLOUP2 and I noticed that the game paused some times like streaming but did not stutter after 20 minutes. It was weird. But then the game is patched from recently and there was a new firmware. Might they silently fixed some of their libraries and never acknowledge the issue like trying not to spark those youtubers and twitter threads of drama?

Helvetica Bold

I know you guys are swamped but I would like to hear your impressions of Assassin's Creed Shadows with FSR 4 now that its supported. Even if it’s just brief coverage in your weekly. Thank You!

Chris Munch

Wreckfest 2 is pretty limited in terms of content at the moment - but what a fun game so far, everything looks and feels so much better. Interested to see the video on that at this stage - and it will be a great companion to the eventual video on the final product that is still likely at least a couple of years out.

Someguyperson

Rich, I have some questions about the VRR capture. What file format does the video record in? Does the recording align each frame within a 120 Hz container, or does it record in a custom format that records the epoch time of each frame alongside the image of the frame in a custom format? Is the Premiere limitation because of said custom recording format, or is it a 120 Hz issue? If it's a custom format that records the time between each frame, you could have a custom parser go through the file to print out all the frametime differences and effective framerate without the quantization & padding that you would add in the method you specified. The procedure you listed out seems like it would add a bunch of issues to the frametime graph calculation, but you would still need to do all those steps to get the actual video out.

RL

I think there's something wrong with your website. It's acting strange.

Thomas Trala

So much great content to look forward to!

Thomas Trala

I feel like the first one was the same way, took time but the game now in it’s final state is awesome

what does dog need with a starship?

for vrr capture, is the problem getting a frame-by-frame analysis or for just straight up capture to playback on youtube etc? just a layperson, so this may sounds dumb, but as a thought experiment, would capturing from an external 4k vrr-compatible oled display straight-on be enough to smooth out artifacts from issues of a capture card and aligning frames? outside of that, it seems like the only real way to truly capture vrr correctly would be a vrr compatible playback format and player + capture card that could be driven like a vrr display...?

RealTime Shade Thrower

I have been unable to access content on their website for days, despite being logged in as a retro supporter. Payment through Patreon was successful today as well…