Coming This Week to Digital Foundry (Week 19, 2025) (Patreon)
Content
Well hello there to this, a slightly delayed 'this week on Digital Foundry' post as it was a public holiday in the UK. The #content meeting kicked off this morning and it is down to me to tell you all about what happened or more specifically, what stuff we are working on, so let's get straight to it.
Alex is polishing off his Clair Obscur PC review before moving on to work with Oliver on a Grand Theft Auto 6 Trailer 2 DF Direct special. Beyond that? Well, a PC performance review for Doom: The Dark Ages, most likely! We'll probably be doing a Doom path tracing special after that too.
John is also working on Doom: The Dark Ages - he's got a couple of videos coming but the first one will be a very special showcase review for the game.
Oliver is, as mentioned, working with Alex on the Grand Theft Auto 6 DF Direct Special, before moving on to covering the console versions of... you guessed it - Doom: The Dark Ages.
Rich (ie me) has a very interesting Switch 2 video going live tomorrow that kinda came out of nowhere. I'm still intent on getting that long delayed RTX 5060 Ti video out of the way... but there's still some research to do on what Nvidia's PC Latency metric is actually doing in terms of multi frame-gen!
Tom is circling back to Oblivion Remastered. Remember when we delayed the PS5/Pro coverage because the game hadn't received the same patch update as Xbox? Well, it still hasn't, so time to get this one out of the door.
As usual, Will continues to power Digital Foundry at Eurogamer - a bunch of keyboard reviews over the weekend along with a Nacon Revolution X Ultimate controller review. Oh, and he delivered the write-up for Oliver's Days Gone Remastered review that went up today.
Behind the scenes, Illusion is making big progress on our VRR tooling update. We're close to a comprehensive capture solution here which I'm rather excited about - subject to testing it looks like the ability to time frame duration (the biggest technical hurdle) may have been overcome, while at the same time producing captured files we can use for editing purposes (not so easy when frames are not arriving evenly paced any more).
He's also adding further codec options to our capture solution, with support for Nvidia hardware-accelerated h.264 and HEVC. Ramp up the settings enough and they can indeed deliver quality on par with our current intermediate codecs. I'll look to put together a behind the scenes video on this once we have the major kinks ironed out - a new file format for the timing data has been made that needs to be added to our graphing plug-in for Adobe Premiere Pro then the testing can begin in earnest.
That's all for now, I guess. Do let me know of anything you feel we should be looking at but I'm quote-unquote pumped for the stuff we're looking to deliver this week and the next.