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A game developer, Matt from Alderon Games, will join Broken Silicon once again to discuss:

Nova Lake vs Zen 6 Performance in Next-Gen Game Engines like UE5.6+

XBOX's new Handheld & Future

PS5/6 Handhelds

PS5 Reliability Issues (We will have new details)

FSR 4 vs DLSS 4

$80 Games

RDNA 4 and Blackwell

...and potentially anything else you ask us! Matt is a gamer, a dev, and a hardware enthusiast - he can speak to just about any "usual subject" for Broken Silicon.

You have ~36 hours (till Saturday Evening) to submit below!

Last time Matt was on: https://youtu.be/g1Kd-gQF04I

Check out Alderon Games: https://alderongames.com/

https://tronicsfix.com/blogs/news/all-about-ps5-liquid-metal

Comments

Intel FanBoy

Are you expecting Microsoft to have one more Xbox console build and then probably transition over to letting the customer just game on a PC or any other device they want?

Cypto_AI_TechBro_Scam

Why did all the game devs completely ignore the ps5 hardware vision, i.e instant loading, quantum leap in CPU performance to improve npc AI etc and go down this rabbit hole of ray tracing and all the ai stuff to make it work when the ps5 is clearly not capable of it

Cleansweep

Hey Matt, What are your impressions of UE5.6/5.7? Has Epic actually improved the performance/resolved the issues previously plaguing games?

Wirerope

With Microsoft having Asus make their gaming handheld and Meta make their VR headset is Future Xbox hardware manufacturing going 3rd party like their software. Realistically hardware is very expensive especially when you’re not selling.

Dave Scholze

Hey Matt and Tom, as a fellow UE5 dev I recently had to move from object oriented programming to a data oriented design. Why? Cause with this you can actually optimize for the CPU and especially the Cache. And besides the now multi-threaded nature of the rendering itself from UE5.6, I think the actual logic could still hold a lot of games back. However, optimizing for things like branch-prediction, cache-locality etc. isn't really known by a lot of my collogues or other devs I know. It feels like a lot of people are stuck at high-level programming while having barely any idea on how the hardware works. What are your thoughts: Do engines, compilers etc. need to change drastically to automatically fully utilize CPUs and take advantage of their feature-sets (like AVX) and Caches? Or do developers need to put in the effort? Or should even the hardware itself handle all of this on its own? Hope this isn't too in-depth. Thank you and take care guys!

Chris Rijk

Maybe an area where AI tools can help...?

xz

A couple months ago Tom asked Bryan Heemskerk on BS 297 that if he'd had a budget of 150+ million to make an AAA game, what engine, graphical features etc. would he plan for this hypothetical AAA game that would come in ~4 years, Bryan's answer was rather conservative, stating that due to the stagnation in GPU advancements he was not confident to plan around mandatory RT or similar "next gen" expensive features. But if i asked you this question Matt, you hypothetically 150+ Million $ budget and team to make a modern AAA title to come out in 3-5 years, what would you do? What engine will you use? Would you build the game around (mandatory) RT or not? Will you even pursue photorealism or go the route of stylization in order to be sure you will not have to compromise on artistic vision due to expected hardware limitations? Dare you expect that in 4ish years time even a single 16gb gpu will have broken into steam hardware survey's top 10? I do expect the VRAM situation to be quite awkward once the PS6 comes around, a console expected to have at least 32GB VRAM while many PC gamers will still be on 8(equal to the PS4...). Excuses for the long question, have a great day guys.

Prior is the theme 999

With UE 5.6 will this be when the ps4 generation finally starts to fade away? What will happen to pc gaming when the minimum is ps5 level performance and suddenly every game is “unoptimized” because the low end that is a large chunk suddenly notices that they’ve been buying glorified 30-50 class cards rebranded as 60 for 70 prices that suddenly don’t preform well with the higher performance target.

BespokeEP

Any leaks or dev whispers on the specs and potential release date for what sounds like 3 or 4 next gen Xbox consoles? Boy, devs sure are going to love making all these versions of their game for a small user base and one that doesn’t buy games

Prior is the theme 999

Matt, as a developer have you tinkered with FSR4? If so has it been easy to get into compared to previous versions and how does it compare to implement vs DLSS?

Prior is the theme 999

Do you think am4’s near 10 years of support now with the 5500x3d will be what makes Intel get on board with platform longevity? Surely they realize that if am5 has even half the length people will prefer that over what they’ve currently been offering.

Prior is the theme 999

Be honest as a developer are you happy the price of games is going up? We listen and we don’t judge here. Or as a gamer also are you conflicted? The way the industry is going there’s going to be a lot of studios blindsided by “FAFO” if they all think they can also raise their prices.

Prior is the theme 999

What do you think GTA6 will be priced at, call me a the problem of the industry but I’m willing to buy it for $120+ if rockstar asked and wouldn’t bat an eye. They’ve yet to give me a reason to believe they won’t deliver.

Chris Rijk

Let’s say that you want to develop a high-end game that will be released and updated simultaneously across multiple platforms. Is Unreal simply the best option for that, despite its issues? Has Unreal become more popular with developers recently because they increasingly want to release games across multiple platforms on day 1 rather than release on one platform and port to others years later?

Chris Rijk

Epic claims to have made a number of performance improvements in Unreal 5.5 and 5.6, particularly around increased parallelism. Matt, have you seen significant performance improvements in your games? (site note: these are follow-up questions that assume the answer to the above is yes - feel free to ignore these follow-up questions if the answer is no) Is it just an improvement on the CPU side or has the rendering time on the GPU improved as well? Does that mean you can lower the minimum CPU requirements? Does this make it easier to develop games that run smoothly and as a result might we see more complex games in future?

Chris Rijk

Does it feel like Xbox is dying as a console platform? Should Microsoft keep it alive or pivot to a more Windows or PC based approach?

KarbinCry

Is Epic the bad guy for building an engine for powerful future (back then) GPUs, or are Nvidia and AMD the bad guys for not delivering that future hardware (or rather, delivering the needed uplift, but by shifting each tier of performance up 2 to 3 price tiers)?

KarbinCry

Matt, Tom. Why are games currently only $80? That is an insanely low price. Do you think GTA6 will normalize $120 for tentpole releases and $60 for more experimental indie and AA experiences? With the price raise to more appropriate levels, how great will the gaming ecosystem be with indies/AA being able to either aim at a smaller market while preserving current budgets, or to get a significantly higher budget while aiming for similarly broad audience?

KarbinCry

Which Adreno is a bigger bitch to support: pre-800 series with TBR, or post-800 series with more conventional IMR? Is Adreno 800 truly pure IMR, or a hybrid similar to modern Nvidia, AMD and Intel GPU architectures?

KarbinCry

If games prices normalize and $120 becomes the new $60, will more studios consider making their own tailor-made engines? After all the expense of engines is a big reason why Unreal is such a massive lynchpin of the industry.

KarbinCry

Me, purely as a gamer, welcome the future where games are allowed to sell for closer to their actual value. $60 tier moving to $120 is the minimum.

Dark Side of the Force

How big do you think normalizing 8+ P cores (10/12) on next gen Zen 6 product would affect games in the future? Any new possible features that you would like to implement with the new found powerrr? How does it compare to the extra 4-8 E cores that has been around for a while now on Intel?

Timo H

Ive long thought how game studios could benefit from portfolio of games similar as artists have wide selection of songs throughout career. The wider the portfolio, easier it is to find something for your taste and root for that studio. Is this changing with forever games/free2play that lasts 10+ years? Is that effect real for sales that older games of studio help people to get interested in new upcoming/released game? This aligns a bit with game preservation as some studios still making games eg in Japan are over 30 years old.

BespokeEP

Neither of those products are actual “Xbox’s”. They are just Xbox branded. The handheld is just a standard pc handheld, and the meta is just a standard meta quest3. Neither play games from your Xbox library. It seems like Xbox is set on confusing people into thinking they are bigger than they are. They do not care about gaming, they only care about money