The panel discusses skepticism around Nvidia’s DLSS 5 screen-space approach and anticipates future improvements through deeper game engine integration, while highlighting community-driven modding efforts that have influenced official support. They also examine game studios’ engine choices, praising Pearl Abyss’s agility, noting Capcom’s conservative RE engine use, and concluding that CD Projekt Red is committed to Unreal Engine 5 rather than reviving their Red Engine, while dismissing rumors of Sony shifting to third-party console manufacturing.
In this edition of the DF Direct Q&A show, the panel discusses a variety of topics centered around recent advancements and industry trends in graphics technology and game development. A significant portion of the conversation focuses on Nvidia’s newly launched DLSS 5 technology and how competitors like AMD and Intel might respond. The panelists express skepticism about the current screen-space approach used by DLSS 5, suggesting it may be a stopgap solution similar to early screen-space ambient occlusion techniques. They anticipate that future iterations could involve deeper integration with game engines like Unreal Engine 5 to overcome current limitations and improve image quality by utilizing more game engine data.
The discussion also highlights the unexpected and widespread community-driven experimentation with DLSS 5 mods, including running the technology on non-Nvidia GPUs and multi-GPU setups. This grassroots enthusiasm has even prompted Nvidia to officially support DLSS 5 on their 40 series GPUs, a move likely influenced by the modding community’s efforts. While some mod implementations have resulted in suboptimal visual outcomes, the overall excitement around the technology has kept DLSS in the spotlight and demonstrated the potential for neural rendering filters to enhance gaming visuals in novel ways.
Turning to game development studios, the panel praises Pearl Abyss for their agile and efficient approach to updating and expanding their game Crimson Desert. They note the studio’s rapid response to community feedback and consistent content delivery, comparing it favorably to other developers known for long-term support of large open-world games. Conversely, the conversation touches on Capcom’s more conservative use of their RE engine in titles like Onimusha, attributing this to deliberate design choices aimed at stable performance and the challenges of implementing advanced features like ray-traced global illumination in certain game environments.
Regarding CD Projekt Red, the panel discusses speculation about whether the studio might revive development of its proprietary Red Engine or continue fully embracing Unreal Engine 5 for future projects like The Witcher 4. While acknowledging ongoing updates and support for older titles using the Red Engine, the consensus is that CD Projekt Red’s commitment to Unreal Engine 5 is strong, especially given their collaborative partnership with Epic Games. The Red Engine work appears to be more about maintaining legacy titles rather than signaling a return to in-house engine development.
Finally, the show addresses a question about Sony potentially moving away from traditional console manufacturing toward a model similar to the 3DO, where third parties handle hardware production. The panelists largely dismiss this idea, citing Sony’s established supply chain, scale, and ecosystem control as reasons it is unlikely to adopt such a strategy. They contrast Sony’s situation with Microsoft’s, which might have more incentive to explore third-party hardware partnerships due to its ties to the PC ecosystem. The episode closes on a lighter note with a humorous exchange about Digital Foundry merchandise, specifically a pint glass that arrived empty, highlighting the practical challenges of shipping beverages alongside promotional items.