When you think about it, it's the most careful (meaning laziest) approach ever conceived of - trying to avoid GTA DE disaster by releasing the *same* game, just on platforms that are barely alive, so that they can say "hey, it's true to the source material and we brought it to life on 'modern' platforms! ... you ungrateful twits"
@@Chasm9Platforms that are barely alive? The Switch is happily thriving, and if you buy it on PS4, it's playable on PS5. I hardly think those are 'platforms that are barely alive'.
The big issue I think most people have with the RDR port is the price. Here in Australia, it’s $90. That really isn’t acceptable for what looks like a straight port of a 13 year old game.
It was pretty awesome to see Mark Cerny take the time to write to you guys knowing that you would discuss it in an honest way. I'd like to see more of this where they go directly to the people, through the least biased content they prefer
Really, after he blatantly lied about Atmos during the ps5 unveiling/deep dive scam to make sony's tempest thing actually look good instead of the utter waste of silicon it is?
@@MysticCoder Spencer is the CEO of Xbox, not system architect. Xbox doesn't have a single public tech figure like Cerny. Though, DF has done an interview with Xbox system architect Andrew Goossen.
I concur with the others, I would love to see a DF deep dive into Dolby Atmos. I would love for DF to start talking more about 3D audio in general when doing technical analysis on games, as it’s a sorely underrepresented area in gaming altogether. Some things I’d love to see - Deep dive on the Dolby Atmos lag situation on Xbox. Comparing between different formats, different games with audio latency testers to maximize database. Also the difference in lag when using devices like the Sharc/Fientech - Optimal TV settings and setup for Dolby Atmos systems (such as passthrough settings), eArc setup and why these settings are important for an optimal home theatre experience on both Xbox & PS5. - A deep dive into the technicals of Dolby Atmos, the different codecs its uses for different mediums (such as Dolby Mat vs TrueHD vs Dolby Digital Plus). - A deep dive into the technicals of the Microsoft Spatial Sound API vs the competing Sony’s Tempest API/PS5 Audio SDK and how they compare, what features do they support, what’s their issues, etc. - A deep dive into the Atmos implementation on different gaming devices (PS5, Xbox, PC). How does the upmixing work on Xbox/PC for non native Atmos games vs the PS5, and what different protocols they use (example Xbox always sends non native 7.1.4 mixes to Dolby Surround Upmixer even if no upmixing is selected via the Dolby app, with PC it will only send the audio through DSU when the Upmixer setting is on, and PCM audio when it’s turned off, PS5 encodes all non native Atmos mixes via Dolby Mat, but only applies upmixing when Tempest was originally supported). - A solid list and comparison between the mix quality of native Atmos games on Xbox, PC and PS5 and how they compare. - You mention going to Playground games and Guerrilla Games audio studios, and I’ve seen you bring guests onto your show (such as Tom Warren). Getting some Audio Engineers from big game developers would be an interesting watch, learning how Spatial Audio is injected into games, how middleware & audio engines work, what their biggest issues and problems are when working with spatial audio and all those kinds of questions that a audio engineer would have much better insight over. -Mentioning the overall audio mix quality of a game when doing analysis on games, and wether they have native support for 7.1.4, Dolby Atmos, Tempest/HRTF, etc. Also, I’m not some guy from twitter John, you can refer to me as El Chapo, and contrary to popular belief, he loves audio in games! Appreciate everything you’ve been doing for the high-end audio + gaming community lately ❤
I hope the RDR conversion at least fixes the longstanding issues with the Undead Nightmare DLC, which was basically broken by the final RDR title update in 2014 and suffers from constant crashes and bizarre bugs like the zombies turning into headless bandits with guns, which you can even see in DF's backcompat coverage of the DLC from a few years ago. These issues largely went unnoticed at the time aside from various forum and Reddit posts, so Rockstar has been selling a broken product for nine years without anyone really noticing or caring. Hopefully the bugs will finally be fixed, but I'm not holding my breath.
These issues are not in all the versions tho. If you play the Original RDR + Undead Nightmare DLC you will not have all these glitches. Only the GOTY and Standalone versions include the glitches after the latest patch for some reasons.
@@femto8402 I had no idea, thanks for pointing that out. I could've sworn I tried with the original game + DLC many years ago and it was still broken, but maybe I was using the GotY disc instead.
I just wanna say thanks to the makers of Baldur's Gate 3 for releasing a game in 2023 without DRM, without game breaking bugs and without micro transactions or predatory DLC's. A breath fresh air!
@@nicholasharfield8780 Buddy do whatever pleases you, youre praising something thats a staple of competing platforms, it only makes sense said platform would fit you too. Also, pc players literally ask for everything playstation to be on PC, dont act like thats not happening.
The reason movies work well without lag is because the lip sync adjustment is being applied automatically. The audio chain sends the total latency back to the media player as feedback. This is why Bluetooth headphones don't have lag on TH-cam but have lag in games
I’d like to see more old school games having path tracing implemented ( like Quake ). I would love to see the Thief games (The Dark Project, The Metal Age and Deadly Shadows) have a similar solution. I think it would look fantastic. I don’t know If the shadows would change position as a result and end up breaking the games.
USB-C is designed for frequent unplugging. USB A was not designed in an era of frequent unplugging. USB 3 type A is even worse. I'm sure most of the damage at evo was physical strain, though all the heat probably didn't help. They should have used USB 2.0 extension cables mounted to the table. Something expendable, more robust and also visible.
The venue was actually kept relatively cool (it wasn’t hot) and the consoles were not next to each other, they and the monitors had plenty distance apart.
I'd love to see Alien Isolation get full path tracing. That game is made for something like that. Maybe an enhancement to materials also would go a long way. Another game would be Amnesia TDD and even The Bunker. These games look good to great but I feel we're missing out on a richer and creepier atmosphere by not having the best lighting and shading.
I'm playing through Amnesia: The Bunker now and agree that a path traced lighting option would enhance the game's aesthetics greatly. It's an excellent game otherwise too.
A detachable drive on the PS5 “Slim” would be amazing not only for choice, as you can upgrade a driveless, but for also repair, as mechanical things tend to break faster then the rest.
So long as it had some internal memory too, but being able to use off the shelf parts is the main selling point of the Playstation 5 to me the Xbox Memory situation is terrible and actively harms the machine as a viable format.
@@90lancaster What would be even better is if they updated the PS5 to have two NVME sockets and no soldered SSD. It wasn't an option when they designed the console originally as NVME that fast did not exist, but now they could do it though I doubt they will sadly.
@@alexatkin Cool, very much yes. However, the soldered to the board chips as far as manufacturing cost and time means it won't be. All the surface mount components go through a bake process together..
I measured the audio latency of the various codecs on Series X by making audio recordings of clicking the D pad on the controller in the XBox dashboard and the subsequent “click” sound from the UI, and then bringing up the waveform in an audio editor and measuring the time between the amplitude peaks. Obviously this includes the input latency, but it’s a helpful way of empirically comparing the latency of the different codecs.
PC aside, the problem with Red Dead is entirely the price. As shown by the far more impressive Quake II release in this video being $10/free for existing owners.
Playing on a switch would be kinda cool but yeah the price should be $30 or less especially considering it looks like just a port and no remaster is being done
@@CasepbXActually it's $29.99 for the base game only. It's an additional $9.99 for Undead Nightmare, bringing the price to only $10 less than the new port. It also includes all of the extra weapon packs and stuff as well, which costs even more. I'm not seeing the argument here. Sure it goes on sale, but it's also going to go on sale for Switch and PS4 as well. The price is not an issue, it really isn't.
@@CasepbX That's not an actual problem. That's just capitalism at work bearing out it's cause and effect. If the XBone version has both digital and 360 disk copies for sale. There is old existing used disc versions on the market that Digital versions have to compete with. That in fact the PS4 and Switch digital versions don't have to compete with old physical copies that can be bought used at rock bottom retail. Take Two is free to squeeze the consumer of those two consoles as much as they can not to dare leave any money on the table. Take2 can harvest the Whales for the highest MSRP Point, then when Sales stagnate. The game can be put it on "sale" for the standard $30 intermittently. And as always the gamers will vote with their wallets. My suggestion would be to wait just under 4 months for a Black Friday sale.
I disagree. I think $50 is a reasonable price, especially for the Switch version. This is a much newer game than Quake with a larger budget and deserves to be sold for more since it is more complex and therefore costs more to create.
I had the exact same reaction to Quake 2, John. I bought it on PS5, as I had it on Steam and disc since forever. But I was astonished at how good it felt using a controller on PS5. I have a strong aversion to using gamepads with shooters. And I haven't felt thumb stick controls this good since Darkwatch.
I took me a few tweaks to get it where I liked it, but it's solid. I prefer gamepads for shooters in general (I hate keyboard controls), but too many are wonky with acceleration and aim assist.
@@ralphengland8559 FACTS. That's the real issue with console shooters. It's not the controllers, it's the lack of effort and fine tuning from the dev's. Not all games were created equally unfortunately. We see it in every aspect of games, and yet most gamers don't notice it often is the controls as well. And don't get me started on the way games map the controls either.
I was able to fix the Xbox series atoms issue in an odd way. I have a Samsung tv and a Samsung sound bar. I used to use an lg atmos capable sound bar but since switching to a Samsung brand sound bar the lag is now gone while using atmos even via eARC. I’m not sure if this is due to the partnership Samsung has with Xbox and being able to process the sound more efficiently but it’s something worth taking a look into. Also another interesting tidbit is that if I use Samsungs q-symphony function the lag comes back. But if I only use the sound bar for audio the issue is resolved.
I'd love to see the Dolby Delay on Xbox/PC get its own deep dive video. It's been an issue for far too long without any official word from MS. Perhaps coming under the scrutiny of a high profile team like DF may encourage MS to be more transparent about the issue. I'd love an eventual fix, but I'm not holding my breath .
Difficult to call this an official issue as the "evidence" DF is talking about is using smartphones to test this 29:10 Yes I agree, if they have solid evidence, then a deep dive with accurate data using an actual high speed camera would bring validation. Only person I trust with making this official is HDTV Test.
I'm not sure it's an Xbox issue as I don't have the issue myself. For most users that have the issue, it seems to be due to things just not working well together (TV, sound system, and game console). I'd love to upgrade both my TV and sound system since my TV is from 2018 and the sound system is from 2020, but I'm worried I'll run into the Atmos lag issue as well, which defeats some of the purpose of upgrading.
@@mrchiledonut100% this. ‘The plural of “anecdote” is not “data’”. All we have at the moment are claims from end users… which, from a scientific perspective, is the absolute lowest quality data. Connecting an audio device to a TV and amplifier is borderline rocket science. There’s huge scope for misconfiguration that would easily account for lag. Mismatched brands is one, or whether that brand’s firmware is up to the job. Another is whether you’re using ARC vs eARC vs connecting your audio device to the amplifier rather than the TV. Whether you enabled high-bandwidth option on that eARC channel (low bandwidth is the default on Sony AV amps). Or whether you’ve correctly enabled pass-through in the right places… maybe your setup is incorrectly duplicating the decoding stage. The general process of HDMI devices talking to each other is another minefield of poorly documented standards that manufacturers have reinterpreted for themselves… if I were to be cynical, perhaps sometimes deliberately to encourage brand loyalty. And I’ve only just scratched the surface. I’ve spent months of research making sure my setup is as lag free as possible, and right now, I have no perceptible lag when playing Xbox Series X games in Dolby Atmos mode. But my experience, just like everyone else’s, is merely another anecdote to add to the pile.
@@happyspaceinvader508. I don't disagree. Anyone chiming in here with their experience of noticing delay or not is in the same boat. This is exactly why I'd like to see a deeper dive into the issue. Yes, of course, my experience (spanning multiple generations of Xbox/PC and countless device configurations) of there being a noted and measurable delay when using a Dolby signal, and not when using any PCM variation is anecdotal. I lack the tools to measure scientifically and the platform with which to share the information I may or may not find. Digital Foundry has resources available to them that could shed some light on the situation either way. Should they find there is a long standing software problem, it may force MS into acknowledging it. If they find it's simply a matter of the complexities of multi-component configurations and/or setup, this would still be good information to have in that it may help those who ARE experiencing the issue.
I get audio delay on every source on heaphones. Stereo sound, windows sonic, dts x and atmos is the worst. It's beyond frustrating. I also get the delay with the PS5 Tempest audio. I have tried evey possible setting and absolute nothing will fix it. It's beyond frustrating.
I grew up with the 25th anniversary 2 CD collection of Dr. Demento songs, so I knew exactly who Alex was referring to in the Ratchet video. It introduced me not only to Weird Al, but other greats like Tom Lehrer, Allan Sherman, and even The Rocky Horror Picture Show!
It is legalese basically. Since they can't say "launching on PS4 & PS5" when there is no native PS5 version, they just say modern platforms to cover every PS system that the game is technically playable on even if it's only through backwards compatibility in PS5's case.
@@squidstone8399 It's obviously a dig at how many times Rockstar have rereleased GTA V As far as RDR2 goes, I'm going to recommend a video called "Rockstar's Game Design is Outdated" by NakeyJakey. A whole lot easier than sitting here tapping out all my thoughts on a touch screen.
@@squidstone8399 It is, that's bc RDR is going to join RDR2 also on the modern high tech platform PS4 as well!! That's why the high Price Point. If you want cutting edge you gotta pay for it. Rockstar isn't just going to give their advanced 720p and 900p High resolution games away.
What pisses me off is that Rockstar has more money than most companies and they chose to make a PS4 PORT and not a current gen remaster.. fucking incredible
Atmos isn't just 7.1.4. That's just a common configuration. Atmos can go up to 24.1.10. The reason this is possible, is because Atmos audio isn't channel based, like normal audio. Different sounds are encoded to "audio objects" which are individual sounds that have 3D positional information. These objects can move anywhere around and above you, in any direction, as well as anywhere in between, so a sound can happen right at the listener's position for example, which might be common for music. So what PS5 appears to be doing is SIMULATING a 7.1.4 setup by creating 11 audio objects that have static positions based on the default speaker locations in a 7.1.4 sound system, plus an LFE channel. The problem is, with Atmos, your speakers don't have to be placed at the default locations (atmos receivers often have ways to customize or measure differences in speaker locations), so these virtual channels won't always perfectly map to where your speakers are, even if you have a 7.1.4 setup. Personally, I would have rather they mixed it to dozens of 3D audio objects all around the listener, and let the Atmos receiver determine how to render that to everybody's individual speaker system.
SpecialK has been very reliable in terms of fixing frame pacing issues. For DX11 games I think it mainly achieves this by enforcing a proper FLIP model rather than BLT. And not only it solves frame pacing issues, for those games that use BLT you can't run VRR with borderless fullscreen. Using SpecialK solves that.
with windows 11 you can use flip model by toggling "optimise windowed games" option or straight up by playing dx11 games in fullscreen mode with "fullscreen optimzations" enabled
@@nethshansiriwardena508 I'm still on Windows 10 though. I had tried "fullscreen optimizations" like you suggested but it just wasn't working for me - at least it didn't achieve what I wanted, which was to play GTA V with borderless fullscreen with VRR, instead of exclusive fullscreen. GTA V's borderless fullscreen doesn't work with VRR. Using SpecialK fixed that, no fuss. SpecialK also supports automatic HDR, a feature also supported on Windows 11. I haven't tried either one of them, but it's just something that I know I can try without needing to move to Windows 11. And hearing John mentioning the Atmos issue also occurring on Windows 11, I do have some qualms about moving to Win 11. I repeated the Hi-Fi Rush latency test with my Win 10 machine, and I couldn't detect any lag with Atmos engaged. It was just to my naked ears, so maybe the same latency issue John mentioned was also there during my test, but hey, I couldn't tell with my ears with my current setup so logically there's another concern for me if I were considering moving to Win 11.
Correction: EVO took place in Nevada not California and the DualSense controller does not come packaged with a cable at all. The Edge ships with a USB-C to A cable. I’m not eager to defend corporate behemoths like Sony, but I’d guess the anecdotes about USB-A cables breaking off in the socket has more to do with the quality of the user’s cable (or possibly their mental state while disconnecting it) than it does with the PS5 socket.
Relating to Atmos delay on Xbox. Which TV/AVR combinations did you test? LG Oled G1 with Sony STR-DH790 and eARC has no additional delay compared to PCM 7.1.
I think you guys should do a video on how well DLSS3 scales down the 4000 series stack. Does it work on a 4060 where Vram is limited? I've seen benchmarks suggesting it does not. I'd like to see that concept explored.
Emulated Red Dead Redemption on the Xenia emulator earlier this year, and it was a blast. And with a simple gameshark like code I had it running in 21:9 as if it was actually designed that way. Awesome experience, and yes, a bump in resolution and framerate is everything that's needed for this game to hold up just fine. But no pc release is a baffling decision. RDR1 has one of the best endings in gaming. And is short enough to complete in less than a week, if you keep to the main quests
I will be really disappointed if Switch 2 doesn't feature VRR in some capacity. We have this amazing tech that solves all sorts of problems at no cost and it would just be incredibly frustrating to see Nintendo ignore it.
Speaking of sound does anyone know why the PS5 3D audio sounds crap via a TV even when adjusted for the room etc? The minute I switch back to regular sound it sounds way better. The 3D sound muffles voices and sounds thin and tinny. I am surprised Sony have left 3D audio for TV in such a poor state.
thought it was just my setup giving me the audio lag on xbox. eventually got my settings okay enough, like what you recommend. but good to know its not just me. thank you for touching on the audio issues!
I've been doing the PS5 beta, I was interested in the Dolby Atmos update. I have a nice Samsung soundbar that supports Atmos. I saw there's a fairly short list of games that support Tempest 3D audio on PS5. Returnal is one of them, so I have really been wanting to check that out with the new Atmos update. The environmental alien sound effects all around you in returnal are absolutely incredible
@@exon576The auto 3D they apply to most games sounds absolutely terrible. It only works with games like Returnal that are actually designed around 3D, otherwise it just ends up stretched and tinny.
Since I recently bought rear speakers for an Atmos sound bar, I experimented quite a bit with my PS5. I found that both Bitstream options (Dolby and DTS) introduce a small delay compared to surround PCM, which to my eyes and ears don't suffer from any delay, and the sound bar receives sound from my LG CX via eArc. I used Trackmania as a test, which has a similar tool to the one that John is describing for Hi-Fi Rush. Mark Cerny saying that the delay is consistent with the previous bitstream options doesn't sound promising to me specifically 😅. Anyway, being a sound bar with up-firing speakers, if there was a small delay I'd rather lose the height channel and have no delay.
Thank you John for the words about the horizontal orientation with the PS5 stand. I often wondered if I was doing something wrong or if mine was defective since if you even look at it crooked the console slides off!
My biggest problem with the RDR situation is that it's f***ing 50 dollars! For a port! A 13 year old slightly enhanced port! There's no reality in which that is okay. 50 bucks is too much for remasters, and here Rockstar and T2 try to charge nearly full price for it. They're such a scummy company....
I grabbed the Xbox 360 version on a sale for $5 to play on One X or Series X. I strongly recommend anyone with an Xbox to keep their eyes and ears open for sales like that. There's no way I'm paying $50 for PS4 or Switch.
Sony's Tempest 3D Audio works like the Trinnov Altitude Optimizer. That's impressive. We need a setup with more than 4 Hightspeakers to test and get the full potential out of it.
Love the DF weekly thank you team. From someone who loves gaming and has been console gaming since the NES and 286 pc computers a huge thank you and your always the best team forever a fan. Love the DF weekly and then when you cover a game I’m excited for or love playing it’s the best thank you always DF keep it up.
What I prefer about Red Dead 1 is that it feels like a proper Wild West game because of the map being a huge desert, with Mexico too. Red Dead 2 doesn’t really feel that way because it takes place mostly in the southeast + West Virginia. The movement and shooting in 1 also feels a lot snappier and responsive. 2 often feels slower and kinda sluggish. I get that it’s because they wanted it to be more realistic, but realism doesn’t automatically mean better gameplay.
@@GLC48 Sorry to be a pedant, but all of rdr2 takes place west of the Mississippi (Lannahechee in rdr). The "West Virginia" feeling area is based on the Ozarks area along the Mississippi where they also had coal mining
@@thereminslilly8782 Fair enough, but the Ozarks and Louisiana swamps aren’t exactly the first things that come to people’s minds when you’re talking about the Wild West
@@slowmercy69 It's funny, I felt the same way about 2 - Empty. Even the map design (like the map itself but also the game world) felt uninspired and bland compared to 1. They did more character development in 2 for sure, but that's because the Camp was arguably the main character in that game over even Arthur, whereas 1 was much more focused on John. Bottom line is despite the interesting dialogue I never felt compelled to explore the world of 2, whereas with 1 I'd have to pry myself away at the end of each play session. The world is the primary reason I play a Rockstar game, not the dialog - but that's just me.
50 bucks for that is laughable. Maybe for a proper remake with rdr2 graphics but for a crappy GTA Definitive Edition part 2 debacle? Rockstar has lost its mind.
Regarding Atmos, there’s one thing I didn’t heard yet: is it based on the regular lossy Dolby Digital or lossless Dolby TrueHD? With the lossless option, delay is a very common issue even with video playback; if carried on DD not so much. The regular Dolby Digital output on PS5 is lossy, so I believe Atmos must being carried like that on it - I don’t have access to the beta so can’t comment on it. What’s the situation on the Xbox side?
Good question. I hope it isn't between lossy Atmos or lossless 5.1. Sounds like a dead feature with the lag. What customer has an Atmos setup yet doesn't care about bad audio sync?
playing the quake 2 remaster on my Ally and its so damn good, what a perfect match up of hardware and game, 15w flat 120hz smooth as silk gameplay. we need more where that came from.
The thing is, if its not encoded or mastered in Atmos dont call it Atmos. Call it whatever 3D audio Tempest blar blar or whatever. When people see Atmos they expect Atmos no matter how close it may be.
You can sell GPL software for money. You are simply required to release the entire source code. There's nothing preventing Bethesda or Night Dive from including NVIDIA's path-traced renderer in the KEX engine, but it would require them to then release the source code for KEX.
I'm not claiming to know whether Red Dead or MGS4 can't/don't get ports because of "spaghetti code." But Rich, you seemed to be skeptical that "spaghetti code" was a real concept? Or maybe I'm just not understanding your comment comparing it to "Blast Processing?" Anyone who's spent much time programming knows it's a real thing, and a real thing that can happen. "Spaghetti," as in following it (reading it) requires following a trail of code that wraps in every direction, entangled randomly with other code, without coherency or order. The phrase has a similar meaning to "rat's nest." The point is that it _is_ possible to write code that's extremely difficult for an outsider to follow and understand. It's usually code that's written in a hurry, usually written in a way that ignores any edge cases other than exactly what's needed in the moment to ship a product. In the context of gaming this can also explain lack of PC port. You guys know better than most that a PC port of this game without comprehensive and modern settings would get absolutely panned. But if the original code for Red Dead is actually "spaghetti" (difficult to follow, written hyper-specific to the exact hardware they were trying to run it on), making a proper PC port out of it could be near-impossible without some degree of an actual rewrite, which is obviously a much larger task. Again, I don't know whether Red Dead falls into the "spaghetti code" category. But in case your insinuation was that it's just an empty "marketing term" akin to blast processing, while the label is kind of lighthearted, it's a very real issue that programmers deal with across the industry, whether they're writing games or not. It results in software that you're afraid to actually modify in any meaningful way.
I purchased Panzer Dragoon Saga the first day it was available at a small indie game store in Flushing, NY. It was $39. I've heard reports over the years that only 4,000 copies were made for the US. I'm almost positive there would have been more "disc 1" copies produced for Rich's Saturn magazine!
@@SETHBRUNDLEFLY No, but I visited (Korean owned) Games F Us frequently during the '90s when I lived in that area. I remember the owner Steve and his wife, and a little guy that worked there that we called "T" and an older bald guy named Paolo. The store I'm talking about was around 162nd and Northern (off to the left in that little nook) and owned by 2 young white guys. It didn't last more than a couple years. I bought tons of complete boxed Genesis games there for $20 and less. There were so many great spots in that area back then! NES games for $3 and under all day.
Re: PC version of RDR I think it has to do with the price point tbh. RDR2 is on sale for 19.99 pretty much all the time now so releasing the older game at 50 would look really silly. So it's probably gonna come eventually, at 29.99 is my guess. But still, Rockstar got their own launcher on PC now. But they're not releasing games on it? What? And stuff like that new GTA V update like Alex mentioned. Why would anyone support it then? Rockstar lives with some weird, outdated 2010 mindset still where the PC is some secondary market, when it's probably the opposite that's true and it has the largest GTA Online community now.
Them being credited in Crysis Remastered 2 and 3 makes a lot of sense. Their hefty feedback definitely kept QC for the games in check. I do wonder if they were heavily responsible for Crytek changing the color grading in 2. I know that they hated the color grading in the original.
Really excited for the RetroTink 4k - will probably pick one up to replace my framemeister. Less excited for the vague "budget for $1,000" on the site...
And John, GPL is not off-limits for consoles. You can create a lGPL layer to deal with the console-API stuff, and it is all good. It is used often, and there is actually quite a few games on consoles that use GPL software underneath without problems.
I can't believe they're not releasing RDR on PC. I've been waiting forever but I guess they've been driving people to emulate it for so long, maybe it's finally time.
I never knew PS5’s 3D audio was already being leveraged in 5.1/7.1 setups, I kept waiting for that update and thought this was it, when this is really just for 7.1.4 setups. I’ve been primarily playing with my 5.1 but have played a few games like Returnal and Last of Us with both headphones and 5.1, and in both cases, the pros and cons of headphones vs 5.1 were very obvious, for example I could not play Returnal without headphones for long cause the enemy/projectile 3D audio placement was never translated well (if at all) to 5.1, you really need headphone 3D audio to help you get through that game. I even tested the classic HellBlade and the inner voices in 5.1 don’t compare at all to headphones. If current 3D audio-heavy games don’t translate well to 5.1 setups, I fail to see how they would to 7.1.4 without bespoke tailoring, and if devs didn’t bother for 5.1 than I don’t see why they would for a more niche 7.1.4 audience. Having said that, most flat games aren’t really designed with 3D audio in mind and 5.1 is my preferred format more often than not, PlayStation’s 3D audio was made to enhance VR games and that’s where it truly shines, it’s just I kept expecting the benefits of that to be intertwined with the benefits of surround sound setups (mainly the subwoofer) for flat games.
Yes, Atmos, which is the .4 for height speakers. Also, people should use decibel meters to get the most out of their sound as it will help not only with making sure you're getting the most immersive experience (you may be playing with the volume too low if you can't pinpoint where foes are coming from) but it'll also save your hearing. I try to make sure the loudest thing in a game (typically gunfire) doesn't go above 75 dB, and not lower than 65 dB.
@@mrchiledonut arent movies mastered at 90-100 db or so? Ps5 already had tempest so 3D audio should have been good even in 5.1 and i havent had any problems with it.
@@schwartzy65 I believe they're mixed at 80 or 85 (not referring to how loud theaters get, which can be over 100 dB at times), but to play a game or watch a movie at that consistently you're going to have hearing loss, not to mention annoy family members or even neighbors. 75 dB is going to give you an immersive experience while staying plenty loud, but unlikely to kill your ears. I liked the way Infinity Ward did it with the MW reboot by giving you recommendations based on what sound profile you use (which recommends 75dB when using the studio master mode). I wish games did more with it, like a sound test for decibel optimization as not all gun sounds for example are not equal in volume. I don't have any issue with it either, though I'm excited about the Atmos update for gaming.
You might benefit from using the speaker position tuning screen built into the PS5 console (since launch). Having 10k$+ pricepoint head-fi and hifi setups - Tempest audio (hundreds of hardware rendered sounds using environmental sound wave tracking akin to path tracing with light with bonus of sound interaction with the surfaces it 'bounces' on) is brilliant. Great headphone setups are generally not as good as great cinema setups. Many can afford the cost of a decent head-fi rig, but few have the coin or 'know how' to get home theatre sound performing correctly. Having been a professional theatre tech (audio) I can vouch that at equal pricepoints -headphones will prove a better experience generally, but , theatre system 'for the win' regarding precision audio placement. (And I have owned thirty+ sound cards, many Dolby Headphone renderers etc..) Having three THX Ultra surround amps at arm's reach, and high end processors (need external amps), the difference in surround audio by 'quality of the front end' is outstanding. Heck a 20+ year old Proceed AVP2 (ONLY Dolby Digital) will seriously flog modern lossless codecs on 'typical consumer "hi-fi"'. Given most users seem to be eARC users (and many use Atmos sound bars), it is obvious we have no baseline for comparison. Whilst I have a $1300+ Atmos soundbar, and I consider it impressive for Call of Duty positional cues (Returnal et al).. it pales in comparison to many second hand theatre amps that I can find for $200... In such a situation, I'd agree-diminishing returns and all; headphone gaming is 'cheap'. Tempest makes headphones amazing (for games written to use), Dolby Headphone probably better for games not written for Tempest - but Tempest rendering into true surround sound let's the environmental audio really shine through. Remember Tempest engine is about tracing soundwaves and rendering an honest audio environment. Nothing touches this.. (Aureal A3D 2 maybe a distant second).. Hearing authentic audio environment rendered into true surround sound (ie NOT using HeadRelatedTransferFunction into stereo) is simply amazing. PlayStation 5 flogs PCs quite massively in terms of audio.
@@whitedragem I definitely hear everything you're saying and appreciate the feedback, my old PS3 era setup probably just isn't very good, it was a $4-500 Sony 5.1 system from 2006/7 with only optical, no HDMI, I had to get an adaptor for it to work with PS5. I definitely do have my speakers accurately positioned in the settings though. Since you know a lot, was the positional audio always there for surround sound since launch? And did PS4 or PS4 Pro support it since PSVR1? I imagine Tempest started there. Maybe the visual immersion of VR adds to the effect of 3D audio compared to playing games on a screen.
Personally I played Red Dead Redemption a ton back in the day. It remains one of my favorite multi-player games of all time. There was nothing like it: Third person, open world map, online games. I think they won’t ad it because they’re already supporting RDR2, but if they ever do I’d pay extra for access (it’ll never happen) Miss the shootouts at the start of each multi-player match!!
I’m glad you guys finally addressed the Dolby Atmos lag issue on Xbox, because I noticed it instantly and thus considered Atmos unusable since I got the console at launch. Hopefully, with more exposure, this will become more of a priority to the powers that be to fix it.
The ps5 accessories are in such a weird spot for existing owners, typically the first batch of slim revision are the one you want to go with daily driving but this doesn’t seem worth it if the internals aren’t that different and with the plates getting shafted why wouldn’t you just wait until end of life to grab the last version for safeguarding your physical library into the future.
Referring to Atmos delay, I think the delay may come from Directx implementation in windows and Xbox, hence windows and Xbox both exhibit it (and why it’s not in ps5)
Isn't it curious that most locked 30fps games don't arrive to PC? Same happened to Crash Team Racing. It feels like they don't wanna sell a 30fps game on PC because they know people would go after them heavily
It doesn't help that PCs don't display 30 FPS content properly out of the box. Frame time and input delay issues are almost guaranteed in your average setup, consoles handle all of that stuff for you but GPU drivers and monitors on PC are not designed for it. I experimented with locking games to 30 FPS on a 60hz display on my low end living room PC and it was an absolute nightmare getting it right.
I've tried Adaptive Sync in the Nvidia Driver recently and while the Vsync part still works, it doesn't seem to be adaptive and is always triple buffered from my brief testing. While I haven't compared input lag yet, I would really like the option to choose how a game is Vsynced so I could use double buffered in games that won't have performance drops or adaptive/triple buffering in more demanding games.
You can do that already in the Nvidia control panel. Click on the tab on the right, I think it's application settings or something, and you can change all of those settings for each individual game.
I love how John never needs more than just a nittle push to launch into a rant and then Rich being devils advocate reins him in..Alex has his moments and feels like he could be another John after another few years of stutter..It's a good balance and think the diverse thoughts work well..I'd love to see John properly going for it after he thought the stream had ended 😁
I, personally, don't give a flying rats about Dolby Atmos. I prefer DTS-X, I think it's a much cleaner and clearer audio codec with less noise and static. Back in the day when DVD was still a new thing, Dolby Digital 5.1 was amazing! Was better than the Stereo sou d we'd been accustomed to most, as I knew very few people that even had a 2.1 or 3.1 setup. And I loved Dolby Digital until I had a good sound system for the time and got THE RING on DVD. I'd seen it several times but was messing around with audio options and saw the DTS track and tried that, and as I heard the rainfall at the start of the movie, I knew I stumbled on something amazing! Something I'd never before heard. To me, DTS sounds much more natural with less noise and static. DTS like a album recorded in a high end studio with noise cancellation everywhere. Dolby has always sounded like the shortcut to me with crackle and noise as though the wires are always exposed. Say what you will, like what you like, that's your right, but personally, I think DTS/EX/X are much better audio codecs and PS5 still gives me a DTS option so, that's where I'm staying. I just wish more studios used DTS audio, the standard is much higher, like "Naughty Dog Gold Standard" but as long as that option is there and I can use it? I'll always use it over anything Dolby. THX is also pretty good, but you've got to have a solid licensed studio that the guys a total nerd and knows what he's doing, but still doesn't compare to DTS. I've never really heard an authentic SDDS (Sony Dynamic Digital Sound) codec so I wouldn't know. Seen it in the credits, but sounds like Dolby audio to me
I'm with you guys on the subject of the PS5 design. I've never cared for it. In fact, I think the PS5 looks better without the white plates on it. If I ever bought a PS5, I'd just take the white plates off and let it carry a more techie look.
@@flimermithrandirThe PS5 stand sucks anyway. At least for horizontal orientation. It does not attach securely, if you so much as touch the PS5 incorrectly it falls off the stand. Just having it lay horizontally on a surface, plates or no plates, is a better solution than the included stand.
Hi guys. Good stuff on the Dolby Atmos segment and the announcement of it coming to the PS5 which sort of leads me to a question I have and a comment re Atmos delays on Xbox. I have been trying to use the PS5's 3D audio solution for use with my Steelseries Headphones which run a USB cable to the PS5. The PS5 properly detects them as a Headset output and enables the 3D headphone option. That said: many games I've tried, but particularly Dauntless produce *very* audible crackles which is extremely distracting to almost unbearable. The same can not be said about any of the spatial audio solutions for headphones on my Windows PC (where I play Dauntless as well and primarily), nor my Xbox One X. I have Windows Sonic, Dolby Atmos for Headphones and DTS Headphone:X all available and tested on both PC and Xbox, and none of these spatial headphone formats produce any noticeable crackling or audio artifacts. If any of you have had that crackling audio issue when using PS5 with headphones and 3D audio turned ON, I would like to hear from you. Few thoughts re the delay vs no delay of Atmos content from movies vs games: for movies, the Xbox has the option to pass the Atmos bitstream through straight from the disc to the receiver, causing it to play along with the video just fine since the Atmos bitstream is stored on the Blu-Ray disc. When using a game, however, the audio needs to be rendered first inside the game's audio engine and then sort of converted/encoded into the selected spatial audio format. In addition to that, some games offer their own built-in 3D headphone support in which case one should NOT use any spatial headphone setting inside the Xbox audio settings panel. In any case though, the delay is introduced due to the software having to number-crunch the spatial information. Dolby Digital Plus, which is used when producing DD5.1 bitstream audio from a GAME also has that latency due to the processor having to encode the bitstream from the audio source(s) produced by the in-game audio engine. Sorry for the wall of text.
The commentary regarding Dolby Atmos was so useful, I thought the delay in XBOX was a problem with my setup, changed it to 7.1 uncompressed works great 😌
@@ismajimYeah, DTSX is supported over home theatre systems as well. Unless your soundbar or TV don’t support it that is. You should be able to check in the Xbox settings. Settings - General - Volume & Audio output - audio testing & details.
The USB-A removal on the front is odd, since I have to use the PS5 3D Headphone dongle on the front of the PS5 since you get interference and cutting-out if its placed on the back. That would be crappy for anyone buying the new model and not having the A port on the front
Red Dead Redemption is one of those games that deserved much more than a cheap port without any enhancements, seriously.
Rockstar seems to like only making a game once and then not caring about the games that made them great
When you think about it, it's the most careful (meaning laziest) approach ever conceived of - trying to avoid GTA DE disaster by releasing the *same* game, just on platforms that are barely alive, so that they can say "hey, it's true to the source material and we brought it to life on 'modern' platforms! ... you ungrateful twits"
@@Chasm9Platforms that are barely alive? The Switch is happily thriving, and if you buy it on PS4, it's playable on PS5. I hardly think those are 'platforms that are barely alive'.
@@evilmonkeywithissuesshould have been on PC
Playing the numbers game, I can see why they chose the platforms who don't have the game already and over 200million install base combined
The big issue I think most people have with the RDR port is the price.
Here in Australia, it’s $90.
That really isn’t acceptable for what looks like a straight port of a 13 year old game.
I beat it twice back in the day but even I think the price is ridiculous, especially locked to 30fps.
90? so its about 30 dollars more than I paid for RDR1 and the DLC less than a year it launched in Australia.
@@WayStedYouand a used ps3 copy now goes for $5, talk about a disparity
Who do they think they are? Nintendo!
It was pretty awesome to see Mark Cerny take the time to write to you guys knowing that you would discuss it in an honest way. I'd like to see more of this where they go directly to the people, through the least biased content they prefer
Really, after he blatantly lied about Atmos during the ps5 unveiling/deep dive scam to make sony's tempest thing actually look good instead of the utter waste of silicon it is?
He only replied because he tired of DF guessing wrong lol.
@@zybchwhere is the lie
@@zybch dafuq
Dr Demento is now part of the DF cinematic universe! It is also quite awesome that Mark Cerny reached out with the Atmos-explanation!
@@MysticCoderHe doesn't understand the technical details well enough to do that
@@MysticCoderphil spencer is not a tech guy, he's a talking head and brand mouthpiece.
@@emiami458 He's the CEO of Xbox, i.e. the equivalent of Jim Ryan for PS. Not a "talking head" or a "brand mouthpiece".
@@MysticCoder Spencer is the CEO of Xbox, not system architect. Xbox doesn't have a single public tech figure like Cerny. Though, DF has done an interview with Xbox system architect Andrew Goossen.
I concur with the others, I would love to see a DF deep dive into Dolby Atmos. I would love for DF to start talking more about 3D audio in general when doing technical analysis on games, as it’s a sorely underrepresented area in gaming altogether.
Some things I’d love to see
- Deep dive on the Dolby Atmos lag situation on Xbox. Comparing between different formats, different games with audio latency testers to maximize database. Also the difference in lag when using devices like the Sharc/Fientech
- Optimal TV settings and setup for Dolby Atmos systems (such as passthrough settings), eArc setup and why these settings are important for an optimal home theatre experience on both Xbox & PS5.
- A deep dive into the technicals of Dolby Atmos, the different codecs its uses for different mediums (such as Dolby Mat vs TrueHD vs Dolby Digital Plus).
- A deep dive into the technicals of the Microsoft Spatial Sound API vs the competing Sony’s Tempest API/PS5 Audio SDK and how they compare, what features do they support, what’s their issues, etc.
- A deep dive into the Atmos implementation on different gaming devices (PS5, Xbox, PC). How does the upmixing work on Xbox/PC for non native Atmos games vs the PS5, and what different protocols they use (example Xbox always sends non native 7.1.4 mixes to Dolby Surround Upmixer even if no upmixing is selected via the Dolby app, with PC it will only send the audio through DSU when the Upmixer setting is on, and PCM audio when it’s turned off, PS5 encodes all non native Atmos mixes via Dolby Mat, but only applies upmixing when Tempest was originally supported).
- A solid list and comparison between the mix quality of native Atmos games on Xbox, PC and PS5 and how they compare.
- You mention going to Playground games and Guerrilla Games audio studios, and I’ve seen you bring guests onto your show (such as Tom Warren). Getting some Audio Engineers from big game developers would be an interesting watch, learning how Spatial Audio is injected into games, how middleware & audio engines work, what their biggest issues and problems are when working with spatial audio and all those kinds of questions that a audio engineer would have much better insight over.
-Mentioning the overall audio mix quality of a game when doing analysis on games, and wether they have native support for 7.1.4, Dolby Atmos, Tempest/HRTF, etc.
Also, I’m not some guy from twitter John, you can refer to me as El Chapo, and contrary to popular belief, he loves audio in games! Appreciate everything you’ve been doing for the high-end audio + gaming community lately ❤
I hope the RDR conversion at least fixes the longstanding issues with the Undead Nightmare DLC, which was basically broken by the final RDR title update in 2014 and suffers from constant crashes and bizarre bugs like the zombies turning into headless bandits with guns, which you can even see in DF's backcompat coverage of the DLC from a few years ago. These issues largely went unnoticed at the time aside from various forum and Reddit posts, so Rockstar has been selling a broken product for nine years without anyone really noticing or caring. Hopefully the bugs will finally be fixed, but I'm not holding my breath.
You already know they won't 😭
I promise you, that bug will still be present
These issues are not in all the versions tho. If you play the Original RDR + Undead Nightmare DLC you will not have all these glitches. Only the GOTY and Standalone versions include the glitches after the latest patch for some reasons.
@@femto8402 I had no idea, thanks for pointing that out. I could've sworn I tried with the original game + DLC many years ago and it was still broken, but maybe I was using the GotY disc instead.
I've played undead nightmare twice and never encountered this glitch.
I just wanna say thanks to the makers of Baldur's Gate 3 for releasing a game in 2023 without DRM, without game breaking bugs and without micro transactions or predatory DLC's.
A breath fresh air!
Dead island 2?
@@banuner_Denuvo is in Dead Island 2
Just buy a playstation, thats what you get for basically every first party release.
@@markedone494assuming you want to play within the limits of a console and like Sony's exclusives
@@nicholasharfield8780 Buddy do whatever pleases you, youre praising something thats a staple of competing platforms, it only makes sense said platform would fit you too.
Also, pc players literally ask for everything playstation to be on PC, dont act like thats not happening.
The Dolby atmos stuff is really interesting!! I’d love to see a full video analysis detailing the issue
The reason movies work well without lag is because the lip sync adjustment is being applied automatically. The audio chain sends the total latency back to the media player as feedback. This is why Bluetooth headphones don't have lag on TH-cam but have lag in games
That Coby TV actually died on me the next time I used it after making that video, so it ended up in the e-waste bin, where it belonged originally.
I’d like to see more old school games having path tracing implemented ( like Quake ). I would love to see the Thief games (The Dark Project, The Metal Age and Deadly Shadows) have a similar solution. I think it would look fantastic. I don’t know If the shadows would change position as a result and end up breaking the games.
USB-C is designed for frequent unplugging. USB A was not designed in an era of frequent unplugging. USB 3 type A is even worse. I'm sure most of the damage at evo was physical strain, though all the heat probably didn't help. They should have used USB 2.0 extension cables mounted to the table. Something expendable, more robust and also visible.
The venue was actually kept relatively cool (it wasn’t hot) and the consoles were not next to each other, they and the monitors had plenty distance apart.
I'd love to see Alien Isolation get full path tracing. That game is made for something like that. Maybe an enhancement to materials also would go a long way. Another game would be Amnesia TDD and even The Bunker.
These games look good to great but I feel we're missing out on a richer and creepier atmosphere by not having the best lighting and shading.
The baked lighting looks better than ray tracing ever could
@@1324Potato Sure, if you think unrealistic looks better than realistic ever could.
I'm playing through Amnesia: The Bunker now and agree that a path traced lighting option would enhance the game's aesthetics greatly. It's an excellent game otherwise too.
@@AGFuzzyPancake right? I can just imagine if it got the cyberpunk treatment with it's lighting.
@@cor144sometimes it does. Its like samsung and how they setup their screens. More vibrant than real life.
A detachable drive on the PS5 “Slim” would be amazing not only for choice, as you can upgrade a driveless, but for also repair, as mechanical things tend to break faster then the rest.
So long as it had some internal memory too, but being able to use off the shelf parts is the main selling point of the Playstation 5 to me the Xbox Memory situation is terrible and actively harms the machine as a viable format.
@@90lancaster What would be even better is if they updated the PS5 to have two NVME sockets and no soldered SSD. It wasn't an option when they designed the console originally as NVME that fast did not exist, but now they could do it though I doubt they will sadly.
@@alexatkin Cool, very much yes. However, the soldered to the board chips as far as manufacturing cost and time means it won't be. All the surface mount components go through a bake process together..
I'm hoping it supports Dolby Vision in movies.
Personally never have had any dvd/bluray player break. Or consoles drive either.
Dr. Demento was played by Rainn Wilson in the Weird Al movie with Daniel Radcliffe.
I’m 100% here for a Sonic Adventure DF Retro! On original Dreamcast hardware, if possible!
I measured the audio latency of the various codecs on Series X by making audio recordings of clicking the D pad on the controller in the XBox dashboard and the subsequent “click” sound from the UI, and then bringing up the waveform in an audio editor and measuring the time between the amplitude peaks. Obviously this includes the input latency, but it’s a helpful way of empirically comparing the latency of the different codecs.
PC aside, the problem with Red Dead is entirely the price. As shown by the far more impressive Quake II release in this video being $10/free for existing owners.
Especially seeing how the same game on Xbox One is $30. It's on sale right now for $22.
Playing on a switch would be kinda cool but yeah the price should be $30 or less especially considering it looks like just a port and no remaster is being done
@@CasepbXActually it's $29.99 for the base game only. It's an additional $9.99 for Undead Nightmare, bringing the price to only $10 less than the new port. It also includes all of the extra weapon packs and stuff as well, which costs even more. I'm not seeing the argument here. Sure it goes on sale, but it's also going to go on sale for Switch and PS4 as well. The price is not an issue, it really isn't.
@@CasepbX That's not an actual problem. That's just capitalism at work bearing out it's cause and effect. If the XBone version has both digital and 360 disk copies for sale. There is old existing used disc versions on the market that Digital versions have to compete with. That in fact the PS4 and Switch digital versions don't have to compete with old physical copies that can be bought used at rock bottom retail.
Take Two is free to squeeze the consumer of those two consoles as much as they can not to dare leave any money on the table. Take2 can harvest the Whales for the highest MSRP Point, then when Sales stagnate. The game can be put it on "sale" for the standard $30 intermittently. And as always the gamers will vote with their wallets. My suggestion would be to wait just under 4 months for a Black Friday sale.
I disagree. I think $50 is a reasonable price, especially for the Switch version. This is a much newer game than Quake with a larger budget and deserves to be sold for more since it is more complex and therefore costs more to create.
I had the exact same reaction to Quake 2, John. I bought it on PS5, as I had it on Steam and disc since forever. But I was astonished at how good it felt using a controller on PS5. I have a strong aversion to using gamepads with shooters. And I haven't felt thumb stick controls this good since Darkwatch.
I took me a few tweaks to get it where I liked it, but it's solid. I prefer gamepads for shooters in general (I hate keyboard controls), but too many are wonky with acceleration and aim assist.
that's surprising because Quake 1 didn't feel good on consoles. It didn't feel bad but nothing compared to modern shooters on a gamepad.
@@ralphengland8559 FACTS. That's the real issue with console shooters. It's not the controllers, it's the lack of effort and fine tuning from the dev's. Not all games were created equally unfortunately. We see it in every aspect of games, and yet most gamers don't notice it often is the controls as well. And don't get me started on the way games map the controls either.
That Dolby Atmos breakdown is seriously interesting
Man I'm disappointed you haven't played through RDR, such a great story and so much more.
I was quite surprised when John revealed that. Oh well
I was able to fix the Xbox series atoms issue in an odd way. I have a Samsung tv and a Samsung sound bar. I used to use an lg atmos capable sound bar but since switching to a Samsung brand sound bar the lag is now gone while using atmos even via eARC. I’m not sure if this is due to the partnership Samsung has with Xbox and being able to process the sound more efficiently but it’s something worth taking a look into. Also another interesting tidbit is that if I use Samsungs q-symphony function the lag comes back. But if I only use the sound bar for audio the issue is resolved.
I'd love to see the Dolby Delay on Xbox/PC get its own deep dive video. It's been an issue for far too long without any official word from MS. Perhaps coming under the scrutiny of a high profile team like DF may encourage MS to be more transparent about the issue. I'd love an eventual fix, but I'm not holding my breath .
Difficult to call this an official issue as the "evidence" DF is talking about is using smartphones to test this 29:10
Yes I agree, if they have solid evidence, then a deep dive with accurate data using an actual high speed camera would bring validation.
Only person I trust with making this official is HDTV Test.
I'm not sure it's an Xbox issue as I don't have the issue myself. For most users that have the issue, it seems to be due to things just not working well together (TV, sound system, and game console). I'd love to upgrade both my TV and sound system since my TV is from 2018 and the sound system is from 2020, but I'm worried I'll run into the Atmos lag issue as well, which defeats some of the purpose of upgrading.
@@mrchiledonut100% this. ‘The plural of “anecdote” is not “data’”. All we have at the moment are claims from end users… which, from a scientific perspective, is the absolute lowest quality data.
Connecting an audio device to a TV and amplifier is borderline rocket science. There’s huge scope for misconfiguration that would easily account for lag.
Mismatched brands is one, or whether that brand’s firmware is up to the job.
Another is whether you’re using ARC vs eARC vs connecting your audio device to the amplifier rather than the TV. Whether you enabled high-bandwidth option on that eARC channel (low bandwidth is the default on Sony AV amps).
Or whether you’ve correctly enabled pass-through in the right places… maybe your setup is incorrectly duplicating the decoding stage.
The general process of HDMI devices talking to each other is another minefield of poorly documented standards that manufacturers have reinterpreted for themselves… if I were to be cynical, perhaps sometimes deliberately to encourage brand loyalty.
And I’ve only just scratched the surface. I’ve spent months of research making sure my setup is as lag free as possible, and right now, I have no perceptible lag when playing Xbox Series X games in Dolby Atmos mode. But my experience, just like everyone else’s, is merely another anecdote to add to the pile.
@@happyspaceinvader508. I don't disagree. Anyone chiming in here with their experience of noticing delay or not is in the same boat. This is exactly why I'd like to see a deeper dive into the issue. Yes, of course, my experience (spanning multiple generations of Xbox/PC and countless device configurations) of there being a noted and measurable delay when using a Dolby signal, and not when using any PCM variation is anecdotal. I lack the tools to measure scientifically and the platform with which to share the information I may or may not find. Digital Foundry has resources available to them that could shed some light on the situation either way. Should they find there is a long standing software problem, it may force MS into acknowledging it. If they find it's simply a matter of the complexities of multi-component configurations and/or setup, this would still be good information to have in that it may help those who ARE experiencing the issue.
I get audio delay on every source on heaphones. Stereo sound, windows sonic, dts x and atmos is the worst. It's beyond frustrating. I also get the delay with the PS5 Tempest audio. I have tried evey possible setting and absolute nothing will fix it. It's beyond frustrating.
I grew up with the 25th anniversary 2 CD collection of Dr. Demento songs, so I knew exactly who Alex was referring to in the Ratchet video. It introduced me not only to Weird Al, but other greats like Tom Lehrer, Allan Sherman, and even The Rocky Horror Picture Show!
Rockstar calling PS4 a modern platform is a worrying sign for the current generation of consoles.
Well Rockstar refuses to move on from a technically 2013 360|PS3 game. So in their perspective, a 2014 PS4 is cutting edge tech
It is legalese basically. Since they can't say "launching on PS4 & PS5" when there is no native PS5 version, they just say modern platforms to cover every PS system that the game is technically playable on even if it's only through backwards compatibility in PS5's case.
@@AIIEYESONMEI really Hope Youre joking. Rdr2 is way ahead of anything even today
@@squidstone8399 It's obviously a dig at how many times Rockstar have rereleased GTA V
As far as RDR2 goes, I'm going to recommend a video called "Rockstar's Game Design is Outdated" by NakeyJakey. A whole lot easier than sitting here tapping out all my thoughts on a touch screen.
@@squidstone8399 It is, that's bc RDR is going to join RDR2 also on the modern high tech platform PS4 as well!! That's why the high Price Point. If you want cutting edge you gotta pay for it. Rockstar isn't just going to give their advanced 720p and 900p High resolution games away.
On the topic of Atmos delay, I get it when watching movies on my 4K Blu-ray player, so I just always assumed it was the receiver having a delay
What pisses me off is that Rockstar has more money than most companies and they chose to make a PS4 PORT and not a current gen remaster.. fucking incredible
Not just a PS4 port but a 30fps PS4 port.
Atmos isn't just 7.1.4. That's just a common configuration. Atmos can go up to 24.1.10. The reason this is possible, is because Atmos audio isn't channel based, like normal audio. Different sounds are encoded to "audio objects" which are individual sounds that have 3D positional information. These objects can move anywhere around and above you, in any direction, as well as anywhere in between, so a sound can happen right at the listener's position for example, which might be common for music.
So what PS5 appears to be doing is SIMULATING a 7.1.4 setup by creating 11 audio objects that have static positions based on the default speaker locations in a 7.1.4 sound system, plus an LFE channel. The problem is, with Atmos, your speakers don't have to be placed at the default locations (atmos receivers often have ways to customize or measure differences in speaker locations), so these virtual channels won't always perfectly map to where your speakers are, even if you have a 7.1.4 setup. Personally, I would have rather they mixed it to dozens of 3D audio objects all around the listener, and let the Atmos receiver determine how to render that to everybody's individual speaker system.
I never thought I’d see the day we’d have a Weird Al/Digital Foundry crossover, but here we are.
You can judge the size of it based on the width of the disk drive slot. It can only really be one size. So its a bit smaller.
SpecialK has been very reliable in terms of fixing frame pacing issues. For DX11 games I think it mainly achieves this by enforcing a proper FLIP model rather than BLT. And not only it solves frame pacing issues, for those games that use BLT you can't run VRR with borderless fullscreen. Using SpecialK solves that.
with windows 11 you can use flip model by toggling "optimise windowed games" option or straight up by playing dx11 games in fullscreen mode with "fullscreen optimzations" enabled
@@nethshansiriwardena508 I'm still on Windows 10 though. I had tried "fullscreen optimizations" like you suggested but it just wasn't working for me - at least it didn't achieve what I wanted, which was to play GTA V with borderless fullscreen with VRR, instead of exclusive fullscreen. GTA V's borderless fullscreen doesn't work with VRR. Using SpecialK fixed that, no fuss.
SpecialK also supports automatic HDR, a feature also supported on Windows 11. I haven't tried either one of them, but it's just something that I know I can try without needing to move to Windows 11.
And hearing John mentioning the Atmos issue also occurring on Windows 11, I do have some qualms about moving to Win 11. I repeated the Hi-Fi Rush latency test with my Win 10 machine, and I couldn't detect any lag with Atmos engaged. It was just to my naked ears, so maybe the same latency issue John mentioned was also there during my test, but hey, I couldn't tell with my ears with my current setup so logically there's another concern for me if I were considering moving to Win 11.
Correction: EVO took place in Nevada not California and the DualSense controller does not come packaged with a cable at all. The Edge ships with a USB-C to A cable.
I’m not eager to defend corporate behemoths like Sony, but I’d guess the anecdotes about USB-A cables breaking off in the socket has more to do with the quality of the user’s cable (or possibly their mental state while disconnecting it) than it does with the PS5 socket.
For Atmos, movies don't have the delay because it will automatically delay video with audio. It's an eARC feature, "Auto lip sync"
It's not that. It's because the Xbox is actually bitstreaming the audio to the receiver/sound bar. It is not processed at all on the Xbox.
Auto lip sync is also passed through. It's built into it. It's easy enough to test, pause the video and you'll hear audio play well past the video.
Relating to Atmos delay on Xbox. Which TV/AVR combinations did you test? LG Oled G1 with Sony STR-DH790 and eARC has no additional delay compared to PCM 7.1.
I think you guys should do a video on how well DLSS3 scales down the 4000 series stack. Does it work on a 4060 where Vram is limited? I've seen benchmarks suggesting it does not. I'd like to see that concept explored.
That's a good idea for a test!
I'm sure you guys would be interested to hear what GPU Audio are doing 🤔
Emulated Red Dead Redemption on the Xenia emulator earlier this year, and it was a blast. And with a simple gameshark like code I had it running in 21:9 as if it was actually designed that way. Awesome experience, and yes, a bump in resolution and framerate is everything that's needed for this game to hold up just fine. But no pc release is a baffling decision.
RDR1 has one of the best endings in gaming. And is short enough to complete in less than a week, if you keep to the main quests
The quake 2 remaster is a breath of fresh air.
I will be really disappointed if Switch 2 doesn't feature VRR in some capacity.
We have this amazing tech that solves all sorts of problems at no cost and it would just be incredibly frustrating to see Nintendo ignore it.
It'll almost certainly support GSYNC and DLSS.
Speaking of sound does anyone know why the PS5 3D audio sounds crap via a TV even when adjusted for the room etc? The minute I switch back to regular sound it sounds way better. The 3D sound muffles voices and sounds thin and tinny. I am surprised Sony have left 3D audio for TV in such a poor state.
I would have loved to see RDR on PC. Oh well
thought it was just my setup giving me the audio lag on xbox. eventually got my settings okay enough, like what you recommend. but good to know its not just me. thank you for touching on the audio issues!
I've been doing the PS5 beta, I was interested in the Dolby Atmos update. I have a nice Samsung soundbar that supports Atmos. I saw there's a fairly short list of games that support Tempest 3D audio on PS5. Returnal is one of them, so I have really been wanting to check that out with the new Atmos update. The environmental alien sound effects all around you in returnal are absolutely incredible
Every PS5 title that has been developed for next gen has Tempest 3D support... A lot of games..
Astrobot is the best game to test any PS5 features. It's one of the few games that uses all the PS5 features and it's free.
Soundbar? Atmos? LOL
@@exon576The auto 3D they apply to most games sounds absolutely terrible. It only works with games like Returnal that are actually designed around 3D, otherwise it just ends up stretched and tinny.
The update was just for 7.1.4 setups, apparently we’ve had 3D audio support all along.
I love the way the OG PS3 looked if you kept it scratch free
RetroTink 4K looks incredible
Since I recently bought rear speakers for an Atmos sound bar, I experimented quite a bit with my PS5. I found that both Bitstream options (Dolby and DTS) introduce a small delay compared to surround PCM, which to my eyes and ears don't suffer from any delay, and the sound bar receives sound from my LG CX via eArc. I used Trackmania as a test, which has a similar tool to the one that John is describing for Hi-Fi Rush. Mark Cerny saying that the delay is consistent with the previous bitstream options doesn't sound promising to me specifically 😅. Anyway, being a sound bar with up-firing speakers, if there was a small delay I'd rather lose the height channel and have no delay.
Can you manually change the delay at all?
@@kylebookout1789 no, not really. You might be able to add more delay from the tv (since it passes the audio through) but not reduce it.
Thank you John for the words about the horizontal orientation with the PS5 stand. I often wondered if I was doing something wrong or if mine was defective since if you even look at it crooked the console slides off!
Dolby media playback doesn't have a delay because it's probably delaying the video to sync it, as is the case with BT audio sometimes.
over 2 hours of good contents. thanks guys
John, I was able to get rid of Dolby atmos lag by using a hdmi splitter as a middleman between the console/pc and the tv (LGCX) using the earc port.
What model are you using?
@@SH4D0W2011 a really basic 4k hdmi splitter made by insignia, bought at Best Buy
My biggest problem with the RDR situation is that it's f***ing 50 dollars! For a port! A 13 year old slightly enhanced port! There's no reality in which that is okay. 50 bucks is too much for remasters, and here Rockstar and T2 try to charge nearly full price for it. They're such a scummy company....
Don't buy it. I'm certainly not
@@sellingacoerwa8318 Wait for the inevitable "sale" after Take2 harvests all the Whales first.
I grabbed the Xbox 360 version on a sale for $5 to play on One X or Series X. I strongly recommend anyone with an Xbox to keep their eyes and ears open for sales like that.
There's no way I'm paying $50 for PS4 or Switch.
Sony's Tempest 3D Audio works like the Trinnov Altitude Optimizer. That's impressive. We need a setup with more than 4 Hightspeakers to test and get the full potential out of it.
Love the DF weekly thank you team. From someone who loves gaming and has been console gaming since the NES and 286 pc computers a huge thank you and your always the best team forever a fan. Love the DF weekly and then when you cover a game I’m excited for or love playing it’s the best thank you always DF keep it up.
Did you say, "It just works" while discussing the Tempest audio 😅😉
I'm in the seemingly small minority of people who vastly preferred RDR1 to 2. I just found it more engaging and interesting in every way.
What I prefer about Red Dead 1 is that it feels like a proper Wild West game because of the map being a huge desert, with Mexico too. Red Dead 2 doesn’t really feel that way because it takes place mostly in the southeast + West Virginia.
The movement and shooting in 1 also feels a lot snappier and responsive. 2 often feels slower and kinda sluggish. I get that it’s because they wanted it to be more realistic, but realism doesn’t automatically mean better gameplay.
@@GLC48 Sorry to be a pedant, but all of rdr2 takes place west of the Mississippi (Lannahechee in rdr). The "West Virginia" feeling area is based on the Ozarks area along the Mississippi where they also had coal mining
@@thereminslilly8782 Fair enough, but the Ozarks and Louisiana swamps aren’t exactly the first things that come to people’s minds when you’re talking about the Wild West
Tried 1. It's so empty and they did nothing with Bonnie
@@slowmercy69 It's funny, I felt the same way about 2 - Empty. Even the map design (like the map itself but also the game world) felt uninspired and bland compared to 1.
They did more character development in 2 for sure, but that's because the Camp was arguably the main character in that game over even Arthur, whereas 1 was much more focused on John.
Bottom line is despite the interesting dialogue I never felt compelled to explore the world of 2, whereas with 1 I'd have to pry myself away at the end of each play session. The world is the primary reason I play a Rockstar game, not the dialog - but that's just me.
Speaking of audio delays, you can really tell these two were not speaking to each other in real time on this one.
I'm so hyped for the TINK4K. Finally a decent solution for playing retro consoles on modern TVs.
Hey John, when's the Panzer Dragoon Saga DF Retro coming out, by the way?
50 bucks for that is laughable. Maybe for a proper remake with rdr2 graphics but for a crappy GTA Definitive Edition part 2 debacle? Rockstar has lost its mind.
Regarding Atmos, there’s one thing I didn’t heard yet: is it based on the regular lossy Dolby Digital or lossless Dolby TrueHD?
With the lossless option, delay is a very common issue even with video playback; if carried on DD not so much.
The regular Dolby Digital output on PS5 is lossy, so I believe Atmos must being carried like that on it - I don’t have access to the beta so can’t comment on it. What’s the situation on the Xbox side?
Good question. I hope it isn't between lossy Atmos or lossless 5.1. Sounds like a dead feature with the lag. What customer has an Atmos setup yet doesn't care about bad audio sync?
playing the quake 2 remaster on my Ally and its so damn good, what a perfect match up of hardware and game, 15w flat 120hz smooth as silk gameplay. we need more where that came from.
Man if the 7900XT had been $750 at launch, it would of been a real banger.
Positive reviews everywhere.
The thing is, if its not encoded or mastered in Atmos dont call it Atmos. Call it whatever 3D audio Tempest blar blar or whatever. When people see Atmos they expect Atmos no matter how close it may be.
You can sell GPL software for money. You are simply required to release the entire source code. There's nothing preventing Bethesda or Night Dive from including NVIDIA's path-traced renderer in the KEX engine, but it would require them to then release the source code for KEX.
Gotta say, I rewatched the Roku biopic on weird Al after the Ratchet and Clank video went live. Not as funny as UHF, but damn close.
I'm not claiming to know whether Red Dead or MGS4 can't/don't get ports because of "spaghetti code."
But Rich, you seemed to be skeptical that "spaghetti code" was a real concept? Or maybe I'm just not understanding your comment comparing it to "Blast Processing?"
Anyone who's spent much time programming knows it's a real thing, and a real thing that can happen. "Spaghetti," as in following it (reading it) requires following a trail of code that wraps in every direction, entangled randomly with other code, without coherency or order. The phrase has a similar meaning to "rat's nest."
The point is that it _is_ possible to write code that's extremely difficult for an outsider to follow and understand. It's usually code that's written in a hurry, usually written in a way that ignores any edge cases other than exactly what's needed in the moment to ship a product. In the context of gaming this can also explain lack of PC port. You guys know better than most that a PC port of this game without comprehensive and modern settings would get absolutely panned. But if the original code for Red Dead is actually "spaghetti" (difficult to follow, written hyper-specific to the exact hardware they were trying to run it on), making a proper PC port out of it could be near-impossible without some degree of an actual rewrite, which is obviously a much larger task.
Again, I don't know whether Red Dead falls into the "spaghetti code" category. But in case your insinuation was that it's just an empty "marketing term" akin to blast processing, while the label is kind of lighthearted, it's a very real issue that programmers deal with across the industry, whether they're writing games or not. It results in software that you're afraid to actually modify in any meaningful way.
Great show as always, thanks DF exclamation point
I have Atmos on and my tv says it's using DTHD.
I purchased Panzer Dragoon Saga the first day it was available at a small indie game store in Flushing, NY. It was $39. I've heard reports over the years that only 4,000 copies were made for the US. I'm almost positive there would have been more "disc 1" copies produced for Rich's Saturn magazine!
Was the store called Games F Us? Down at Main Street?
@@SETHBRUNDLEFLY No, but I visited (Korean owned) Games F Us frequently during the '90s when I lived in that area. I remember the owner Steve and his wife, and a little guy that worked there that we called "T" and an older bald guy named Paolo. The store I'm talking about was around 162nd and Northern (off to the left in that little nook) and owned by 2 young white guys. It didn't last more than a couple years. I bought tons of complete boxed Genesis games there for $20 and less. There were so many great spots in that area back then! NES games for $3 and under all day.
@@ScottWozniakawesome, I lived on 162nd st, I know about the store you’re talking about, close to the train station.
@@SETHBRUNDLEFLY Yes, right next to the train station. I was on 153rd right off Northern.
I hate the stand for horizontal. Terrible. I should have to manage it's balance overtime i plug peripherals in or out
Re: PC version of RDR
I think it has to do with the price point tbh. RDR2 is on sale for 19.99 pretty much all the time now so releasing the older game at 50 would look really silly. So it's probably gonna come eventually, at 29.99 is my guess.
But still, Rockstar got their own launcher on PC now. But they're not releasing games on it? What? And stuff like that new GTA V update like Alex mentioned. Why would anyone support it then? Rockstar lives with some weird, outdated 2010 mindset still where the PC is some secondary market, when it's probably the opposite that's true and it has the largest GTA Online community now.
Them being credited in Crysis Remastered 2 and 3 makes a lot of sense. Their hefty feedback definitely kept QC for the games in check. I do wonder if they were heavily responsible for Crytek changing the color grading in 2. I know that they hated the color grading in the original.
Long episode this week, nice.
I LOVED the extra length DF news this week!
I used to listen Dr Demento on PYX 106.5 Albany.
Does Dolby Atmos also lag on Atmos supported TVs i.e. LG CX ect, with XBOXSX?
I don’t have an XBOXSX.
Really excited for the RetroTink 4k - will probably pick one up to replace my framemeister.
Less excited for the vague "budget for $1,000" on the site...
Having rotation will also mean that some random esoteric/unobtanium processors of the past (eg ImageAnywhere IA-100) can finally be retired, too.
And John, GPL is not off-limits for consoles. You can create a lGPL layer to deal with the console-API stuff, and it is all good. It is used often, and there is actually quite a few games on consoles that use GPL software underneath without problems.
I can't believe they're not releasing RDR on PC. I've been waiting forever but I guess they've been driving people to emulate it for so long, maybe it's finally time.
Isnt tempest audio just a stripped down gpu dedicated to audio? So it makes sense audio would perform better on PlayStation
I never knew PS5’s 3D audio was already being leveraged in 5.1/7.1 setups, I kept waiting for that update and thought this was it, when this is really just for 7.1.4 setups. I’ve been primarily playing with my 5.1 but have played a few games like Returnal and Last of Us with both headphones and 5.1, and in both cases, the pros and cons of headphones vs 5.1 were very obvious, for example I could not play Returnal without headphones for long cause the enemy/projectile 3D audio placement was never translated well (if at all) to 5.1, you really need headphone 3D audio to help you get through that game. I even tested the classic HellBlade and the inner voices in 5.1 don’t compare at all to headphones. If current 3D audio-heavy games don’t translate well to 5.1 setups, I fail to see how they would to 7.1.4 without bespoke tailoring, and if devs didn’t bother for 5.1 than I don’t see why they would for a more niche 7.1.4 audience. Having said that, most flat games aren’t really designed with 3D audio in mind and 5.1 is my preferred format more often than not, PlayStation’s 3D audio was made to enhance VR games and that’s where it truly shines, it’s just I kept expecting the benefits of that to be intertwined with the benefits of surround sound setups (mainly the subwoofer) for flat games.
Yes, Atmos, which is the .4 for height speakers. Also, people should use decibel meters to get the most out of their sound as it will help not only with making sure you're getting the most immersive experience (you may be playing with the volume too low if you can't pinpoint where foes are coming from) but it'll also save your hearing. I try to make sure the loudest thing in a game (typically gunfire) doesn't go above 75 dB, and not lower than 65 dB.
@@mrchiledonut arent movies mastered at 90-100 db or so? Ps5 already had tempest so 3D audio should have been good even in 5.1 and i havent had any problems with it.
@@schwartzy65 I believe they're mixed at 80 or 85 (not referring to how loud theaters get, which can be over 100 dB at times), but to play a game or watch a movie at that consistently you're going to have hearing loss, not to mention annoy family members or even neighbors. 75 dB is going to give you an immersive experience while staying plenty loud, but unlikely to kill your ears. I liked the way Infinity Ward did it with the MW reboot by giving you recommendations based on what sound profile you use (which recommends 75dB when using the studio master mode). I wish games did more with it, like a sound test for decibel optimization as not all gun sounds for example are not equal in volume. I don't have any issue with it either, though I'm excited about the Atmos update for gaming.
You might benefit from using the speaker position tuning screen built into the PS5 console (since launch).
Having 10k$+ pricepoint head-fi and hifi setups - Tempest audio (hundreds of hardware rendered sounds using environmental sound wave tracking akin to path tracing with light with bonus of sound interaction with the surfaces it 'bounces' on) is brilliant.
Great headphone setups are generally not as good as great cinema setups. Many can afford the cost of a decent head-fi rig, but few have the coin or 'know how' to get home theatre sound performing correctly.
Having been a professional theatre tech (audio) I can vouch that at equal pricepoints -headphones will prove a better experience generally, but , theatre system 'for the win' regarding precision audio placement.
(And I have owned thirty+ sound cards, many Dolby Headphone renderers etc..)
Having three THX Ultra surround amps at arm's reach, and high end processors (need external amps), the difference in surround audio by 'quality of the front end' is outstanding.
Heck a 20+ year old Proceed AVP2 (ONLY Dolby Digital) will seriously flog modern lossless codecs on 'typical consumer "hi-fi"'.
Given most users seem to be eARC users (and many use Atmos sound bars), it is obvious we have no baseline for comparison.
Whilst I have a $1300+ Atmos soundbar, and I consider it impressive for Call of Duty positional cues (Returnal et al).. it pales in comparison to many second hand theatre amps that I can find for $200...
In such a situation, I'd agree-diminishing returns and all; headphone gaming is 'cheap'.
Tempest makes headphones amazing (for games written to use), Dolby Headphone probably better for games not written for Tempest - but Tempest rendering into true surround sound let's the environmental audio really shine through.
Remember Tempest engine is about tracing soundwaves and rendering an honest audio environment. Nothing touches this.. (Aureal A3D 2 maybe a distant second)..
Hearing authentic audio environment rendered into true surround sound (ie NOT using HeadRelatedTransferFunction into stereo) is simply amazing.
PlayStation 5 flogs PCs quite massively in terms of audio.
@@whitedragem
I definitely hear everything you're saying and appreciate the feedback, my old PS3 era setup probably just isn't very good, it was a $4-500 Sony 5.1 system from 2006/7 with only optical, no HDMI, I had to get an adaptor for it to work with PS5. I definitely do have my speakers accurately positioned in the settings though.
Since you know a lot, was the positional audio always there for surround sound since launch? And did PS4 or PS4 Pro support it since PSVR1? I imagine Tempest started there. Maybe the visual immersion of VR adds to the effect of 3D audio compared to playing games on a screen.
Goddamnit DX12 causing issues with Atmos on PC and Xbox. Microsoft has so many issues with DX12
I empathise, Alex. You're speaking my mind regarding RDR, and I love it.
Either you where lucky or you got RDR 2 a few months after the release, because on many PCs (mine included) the release was abysmal.
Personally I played Red Dead Redemption a ton back in the day. It remains one of my favorite multi-player games of all time. There was nothing like it: Third person, open world map, online games. I think they won’t ad it because they’re already supporting RDR2, but if they ever do I’d pay extra for access (it’ll never happen) Miss the shootouts at the start of each multi-player match!!
I’m glad you guys finally addressed the Dolby Atmos lag issue on Xbox, because I noticed it instantly and thus considered Atmos unusable since I got the console at launch. Hopefully, with more exposure, this will become more of a priority to the powers that be to fix it.
I have dolby atmos output enabled on my Series X, not getting any noticeable delay/lag.
@@Beaut_Beau Nice! Glad you have it sorted. A friend of mine said the same thing so went over to check and noticed the delay instantly.
but will it run at 60 fps on switch 2 in bc mode?
The ps5 accessories are in such a weird spot for existing owners, typically the first batch of slim revision are the one you want to go with daily driving but this doesn’t seem worth it if the internals aren’t that different and with the plates getting shafted why wouldn’t you just wait until end of life to grab the last version for safeguarding your physical library into the future.
Agreed...this new model is geared towards NEW owners or those looking to buy a PS5. Not people who currently own one.
Referring to Atmos delay, I think the delay may come from Directx implementation in windows and Xbox, hence windows and Xbox both exhibit it (and why it’s not in ps5)
Isn't it curious that most locked 30fps games don't arrive to PC?
Same happened to Crash Team Racing.
It feels like they don't wanna sell a 30fps game on PC because they know people would go after them heavily
It doesn't help that PCs don't display 30 FPS content properly out of the box. Frame time and input delay issues are almost guaranteed in your average setup, consoles handle all of that stuff for you but GPU drivers and monitors on PC are not designed for it. I experimented with locking games to 30 FPS on a 60hz display on my low end living room PC and it was an absolute nightmare getting it right.
1:20:02
Nice sound effect made by Alex
I've tried Adaptive Sync in the Nvidia Driver recently and while the Vsync part still works, it doesn't seem to be adaptive and is always triple buffered from my brief testing. While I haven't compared input lag yet, I would really like the option to choose how a game is Vsynced so I could use double buffered in games that won't have performance drops or adaptive/triple buffering in more demanding games.
You can do that already in the Nvidia control panel. Click on the tab on the right, I think it's application settings or something, and you can change all of those settings for each individual game.
Let me unpack the Red Dead Redemption situation for you.
There are 125 million switch owners.
The end.
I love how John never needs more than just a nittle push to launch into a rant and then Rich being devils advocate reins him in..Alex has his moments and feels like he could be another John after another few years of stutter..It's a good balance and think the diverse thoughts work well..I'd love to see John properly going for it after he thought the stream had ended 😁
😂ah man johns gotta chill
I love it, we get in depth details with John, it's great.
I, personally, don't give a flying rats about Dolby Atmos. I prefer DTS-X, I think it's a much cleaner and clearer audio codec with less noise and static.
Back in the day when DVD was still a new thing, Dolby Digital 5.1 was amazing! Was better than the Stereo sou d we'd been accustomed to most, as I knew very few people that even had a 2.1 or 3.1 setup. And I loved Dolby Digital until I had a good sound system for the time and got THE RING on DVD. I'd seen it several times but was messing around with audio options and saw the DTS track and tried that, and as I heard the rainfall at the start of the movie, I knew I stumbled on something amazing! Something I'd never before heard.
To me, DTS sounds much more natural with less noise and static. DTS like a album recorded in a high end studio with noise cancellation everywhere. Dolby has always sounded like the shortcut to me with crackle and noise as though the wires are always exposed. Say what you will, like what you like, that's your right, but personally, I think DTS/EX/X are much better audio codecs and PS5 still gives me a DTS option so, that's where I'm staying. I just wish more studios used DTS audio, the standard is much higher, like "Naughty Dog Gold Standard" but as long as that option is there and I can use it? I'll always use it over anything Dolby.
THX is also pretty good, but you've got to have a solid licensed studio that the guys a total nerd and knows what he's doing, but still doesn't compare to DTS. I've never really heard an authentic SDDS (Sony Dynamic Digital Sound) codec so I wouldn't know. Seen it in the credits, but sounds like Dolby audio to me
I'm with you guys on the subject of the PS5 design. I've never cared for it. In fact, I think the PS5 looks better without the white plates on it. If I ever bought a PS5, I'd just take the white plates off and let it carry a more techie look.
Not possible that Easy at least. Sorry. You cant use the PS5 Stand with it if you dont use the Cases. You would at least have to Mod it.
@@flimermithrandirThe PS5 stand sucks anyway. At least for horizontal orientation. It does not attach securely, if you so much as touch the PS5 incorrectly it falls off the stand. Just having it lay horizontally on a surface, plates or no plates, is a better solution than the included stand.
@@mjc0961 yeah its a bad design.
Hi guys. Good stuff on the Dolby Atmos segment and the announcement of it coming to the PS5 which sort of leads me to a question I have and a comment re Atmos delays on Xbox.
I have been trying to use the PS5's 3D audio solution for use with my Steelseries Headphones which run a USB cable to the PS5. The PS5 properly detects them as a Headset output and enables the 3D headphone option. That said: many games I've tried, but particularly Dauntless produce *very* audible crackles which is extremely distracting to almost unbearable. The same can not be said about any of the spatial audio solutions for headphones on my Windows PC (where I play Dauntless as well and primarily), nor my Xbox One X. I have Windows Sonic, Dolby Atmos for Headphones and DTS Headphone:X all available and tested on both PC and Xbox, and none of these spatial headphone formats produce any noticeable crackling or audio artifacts. If any of you have had that crackling audio issue when using PS5 with headphones and 3D audio turned ON, I would like to hear from you.
Few thoughts re the delay vs no delay of Atmos content from movies vs games: for movies, the Xbox has the option to pass the Atmos bitstream through straight from the disc to the receiver, causing it to play along with the video just fine since the Atmos bitstream is stored on the Blu-Ray disc. When using a game, however, the audio needs to be rendered first inside the game's audio engine and then sort of converted/encoded into the selected spatial audio format. In addition to that, some games offer their own built-in 3D headphone support in which case one should NOT use any spatial headphone setting inside the Xbox audio settings panel. In any case though, the delay is introduced due to the software having to number-crunch the spatial information. Dolby Digital Plus, which is used when producing DD5.1 bitstream audio from a GAME also has that latency due to the processor having to encode the bitstream from the audio source(s) produced by the in-game audio engine.
Sorry for the wall of text.
The commentary regarding Dolby Atmos was so useful, I thought the delay in XBOX was a problem with my setup, changed it to 7.1 uncompressed works great 😌
Did you try DTS:X?
@@LukeBenMBay that option is only shown for headphones I'm using a home teather conf
@@ismajimYeah, DTSX is supported over home theatre systems as well. Unless your soundbar or TV don’t support it that is. You should be able to check in the Xbox settings. Settings - General - Volume & Audio output - audio testing & details.
The USB-A removal on the front is odd, since I have to use the PS5 3D Headphone dongle on the front of the PS5 since you get interference and cutting-out if its placed on the back. That would be crappy for anyone buying the new model and not having the A port on the front
What's up nerds?
A 12 year old typing?
The voice actor for Doc Nefarious is Quark from Deep Space Nine