Coming This Week to Digital Foundry (Week 18, 2025) (Patreon)
Content
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!