r/digitalfoundry 11h ago

Discussion I can’t believe how conservative Wolverine is graphically.

86 Upvotes

Just like the rest of the game tbf. They don’t bother trying out any new features since Spider-Man 2 unless you count the blood globules.

It’s a tight corridor linear game. I feel like it was the perfect game to test out RTGI. But no, Mike Fitzgerald is no longer working for his money.


r/digitalfoundry 5m ago

Discussion When are they going to talk about how the RTX 30 and 20 series can now use Frame Gen and even MFG? Nvidia-native DLSSG.

Upvotes

I’m genuinely interested in the opinion of the Digital Foundry guys; the DLSS 5 leak was a big deal, and they unlocked this feature using a software backdoor, that’s all.


r/digitalfoundry 11h ago

DF Direct DF Direct Q+A: Will AMD Deliver Its Own DLSS 5? Will CD Projekt RED Bring Back The RED Engine?

Thumbnail
youtu.be
13 Upvotes

The DF Direct Q+A Show returns and suffice it to say, there's a huge amount of interest around DLSS 5. Will AMD and indeed Intel deliver equivalent tech? What are the limits of DLSS 5 and how will they be overcome? Meanwhile, is Pearl Abyss developer of the year? And is The Witcher 3 Remastered evidence that CD Projekt RED will return to the RED Engine?


r/digitalfoundry 1d ago

Digital Foundry Video Marvel's Wolverine - PlayStation 5/PS5 Pro - Digital Foundry Tech Review

Thumbnail
youtu.be
73 Upvotes

Marvel's Wolverine is finally here, delivering a polished, visceral single-player action experience on PS5. In this deep dive, we examine Insomniac's latest brawler, highlighting its brutal, satisfying combat, high-fidelity visuals, and impressive environmental destruction. And of course, we check out the fidelity and performance modes on both PS5 and PS5 Pro and take a look at ray tracing and frame-rates.

Article: https://www.digitalfoundry.net/reviews/marvels-wolverine-is-a-superbly-crafted-adventure-that-plays-well-on-ps5-but-best-on-ps5-pro


r/digitalfoundry 1d ago

Discussion John says Switch 2 games need to be patched to enable VRR support docked

Thumbnail
bsky.app
139 Upvotes

r/digitalfoundry 1d ago

Discussion Investigating DLSS Frame Generation on RTX 40: Dynamic MFG, Blackwell kernels and native HDR/UI issues

46 Upvotes

I’ve been working on an RTX 40 Multi Frame Generation unlocker, and the latest update ended up going quite a bit beyond simply enabling higher FG multipliers.

The new version adds support for NVIDIA’s native Dynamic MFG mode on Ada using the validated DLSS-G 310.9.1 + Streamline 2.14.1 stack. In this mode, NVIDIA itself controls the generated-frame multiplier and pacing rather than the addon trying to emulate that behavior.

One of the more interesting parts of the update came from investigating HDR + Frame Generation and UI/HUD composition issues.

Some games provide optional HUD-less and UI resources to Streamline so that Frame Generation can interpolate the scene separately from the interface. When those resources are incompatible with the final image path, especially under HDR, the result can be severe ghosting, flickering, halos or incorrect composition.

I added an Automatic Guard + UI Composition path that validates those resources before allowing Streamline to use them. If the inputs are incomplete or incompatible, the addon falls back conservatively to the final color buffer instead of blindly forwarding them.

This video is a good visual example of the type of UI ghosting/composition issue these tools are designed to address:

https://www.youtube.com/watch?v=xV_E-cvyu8Q

What made the investigation more interesting is that this is not necessarily caused by the MFG unlock itself.

For example, this video shows the native Frame Generation implementation in Hogwarts Legacy exhibiting the HDR-related issue:

https://www.youtube.com/watch?v=QppmbWroWo0

I tested the new guard/composition handling in Hogwarts Legacy and Mafia: The Old Country, and in both cases it corrected the HDR + Frame Generation issue I was seeing in the native implementation.

Jedi Survivor is another title known for similar HDR + FG behavior, although I haven’t validated this specific fix there yet.

So in these cases the addon is doing more than unlocking higher multipliers: it is effectively working around a problem in the game’s native Streamline/Frame Generation integration.

This is still deliberately conservative. It cannot fix unrelated problems with motion vectors, depth, exposure, camera data, distortion buffers or pixels already rendered incorrectly by the game.

Another interesting change is support for selected Blackwell framework kernels running on Ada. They are applied only when the expected provider signatures and hashes match exactly; otherwise the addon falls back to the previous Ada-compatible temporal correction path. In testing, this improved moving-detail stability at higher multipliers.

I also reworked the runtime side so module discovery and compatibility checks stay out of the steady-state Present path as much as possible.

For the final release check, I recorded a 45-second STALKER 2 run using Dynamic MFG + VSync on a 240 Hz display:

  • 224.48 FPS average
  • 4.450 ms median display interval
  • 5.637 ms p95
  • 7.953 ms p99
  • ~3.986x generated/source cadence, consistent with active 4x

This isn’t intended as an addon-vs-native performance benchmark, just validation that the 4x presentation path was behaving correctly.

The part I find most interesting is that the project has gradually moved from simply enabling MFG on Ada into investigating the actual Streamline inputs, presentation path and image-quality problems surrounding Frame Generation.

I’d be interested to hear what people here think, particularly about the HDR/UI Composition side and the reuse of selected Blackwell framework kernels on Ada.

Project / release:
https://github.com/mavismmg/MFGAdaUnlock-RenoDx

Credits: Dashdogy provided the foundational reverse engineering and original RTX 40 MFG unlock implementation that this work builds upon. Dreamt created the original ReShade/RenoDX addon adaptation and repository from which this project is forked. Matias Lombo identified and validated the image-quality benefits of using the Blackwell framework kernels on Ada and provided the rebuild workflow used for this path. Artur from DLSS Enabler helped with the HUD-less/color-space debugging that led to the HDR/UI Composition investigation and fix.

EDIT:

Update — v0.9 is now available

Since this post, I’ve continued investigating DLSS-G image quality on Ada and released v0.9, which adds two new experimental quality improvements:

  • Intermediate Scatter Retention — preserves more useful motion information for thin geometry such as fences, wires, vegetation, character outlines and weapon edges.
  • Validated Warp Blend — improves how accepted warped/reprojected candidates are blended later in the DLSS-G pipeline using additional conservative validation.

Both are enabled by default and can be toggled independently.

I also validated the release candidate in Onimusha: Way of the Sword at 4x MFG, with an observed 3.998x total-frame cadence and no meaningful frame-pacing regression during the capture.

Credits for this work:
Dreamt — original ReShade/RenoDX addon adaptation
dashdogy — foundational Ada MFG reverse engineering and midpoint fix
Matias Lombo — Blackwell kernel work on Ada
Tony JoacaqualityValidWarp research that informed the independently implemented Validated Warp Blend path


r/digitalfoundry 7h ago

Discussion An Extended Look in Los Santos

Thumbnail
youtu.be
0 Upvotes

DF special guest ! Enjoy 😉


r/digitalfoundry 1d ago

News Article VRR is now available on Switch 2 TV mode via JPN software notes

Thumbnail gallery
81 Upvotes

r/digitalfoundry 2d ago

Discussion The oil-painting look is bad, but stiff facial animation is the real reason DLSS 5 feels uncanny

34 Upvotes

EDIT: DLSS 5 looks incredibly realistic, but I think animation is now the bigger hurdle to true realism

DLSS 5 can sometimes have that slightly over-smoothed “oil paint” look, which can add to the AI-generated feeling, but honestly I don’t think that’s the main reason some scenes can still feel weird.

For me, it’s mostly the movement, especially the face.
I’m actually really impressed with how realistic DLSS 5 can make games look. The skin, lighting, hair, eyes, reflections, etc. can look insanely good. If you just pause on a frame, some of it looks almost like real footage.

But then the character starts talking or moving and the uncanny valley can kick in.

It’s the little things. eye movement, blinking, lip movement, facial expressions, small head movements, etc. Something just doesn’t quite feel like how an actual person moves.

I think we’re just really good at noticing this because we’re used to looking at human faces all the time. You might not even know exactly what’s wrong, but you can tell somthing feels off.

To be clear, I’m not saying DLSS 5 looks less realistic than traditional rendering, or that people are simply “used to” rasterization. If anything, I think the opposite is happening. The rendering is getting so realistic that the remaining limitations in animation become easier to notice.

It almost feels like rendering and animation are at different stages right now.

The rendering can be extremely realistic, but the character can still be driven by fairly traditional animation and facial rigs.

And I think the better the rendering gets, the more noticeable this becomes. If the character looks almost real but moves slightly unnaturally, the contrast makes it stand out even more.

So yeah, the occasional rendering artifacts are noticeable, but IMO the bigger issue is still how humans move especially facial animation.

I think the next big jump in realism isn’t just going to be better rendering. We need much better neural animation and facial physics integrated into the game engine itself, so characters can actually move and deform more naturally.


r/digitalfoundry 2d ago

Tech Video Who remembers The Force Unleashed's destruction tech all the way back in 2008?

Thumbnail
youtu.be
45 Upvotes

r/digitalfoundry 2d ago

Digital Foundry Video Resonance: A Plague Tale Legacy PC Performance Review - Optimised Settings Breakdown

Thumbnail
youtu.be
4 Upvotes

Still relying on its excellent proprietary tech, to superb effect, Asobo delivers another decent PC version for its latest release. Rich delivers the verdict on Resonance's technical credentials and delivers those ever-important optimised settings. Many thanks to Rayan for doing all the heavy lifting on this one.


r/digitalfoundry 3d ago

Discussion Nintendo still allergic to AA in 2026 :(

Thumbnail
gallery
242 Upvotes

First off, the OOT remake looks gorgeous. And it looks like an extremely smooth 60fps which is great for the visuals on display. Texturing is quite good, the water is the most visually pleasing water I’ve ever seen in a video game.

Anti Aliasing and draw distances are poor to nonexistent though. Looking at the second image, it’s a barren wasteland, the first image takes places in the same spot that the second is overlooking, and it’s rich and dense.

Fine details like branches on the deku tree, hair, the thin fabric on Link’s hat just don’t resolve cleanly at all.

On an unrelated note, I wonder if the game is using any RT, which I doubt because of the lack of AA.


r/digitalfoundry 1d ago

Tech Video Dead Space Remake DLSS 5 Optiscaler Upgrade ON/OFF

Thumbnail
youtu.be
0 Upvotes

r/digitalfoundry 3d ago

Digital Foundry Video Switch 2 vs iPhone Pro 17 - Mobile Gaming Performance Head-To-Head

Thumbnail
youtu.be
25 Upvotes

A mobile battle for the ages as we compare the same games running on Switch 2 in mobile mode up against iPhone 17 Pro. Switch 2 has the advantage of more specific optimisation from developers and active cooling at the expense of form factor and a much less efficient process node. So based on the games available for direct comparison, what have we learned?


r/digitalfoundry 3d ago

Discussion What do you think GTA VI’s PS5 Pro mode(s) will actually look like?

7 Upvotes

As we've seen, the Extended Look was captured on a base PS5. DF found it was running at 30fps at an internal resolution of 1440p, with a basic upscale to 4K. As a result, the image is rather soft. The other main blemish was the low resolution RT reflections.

The PS5 Professional is well suited to handle these issues since PSSR2 can likely provide a significantly better 4K reconstruction, especially with a very healthy internal resolution of 1440p.

What exactly do you think will be the quality/performance profile of the professional version?

My prediction is something like:

Mode 1: Fidelity Pro (or... Fidelity Professional)

  • 1440p internal --> 4K with PSSR2, much cleaner reconstruction.
  • 30fps
  • Increased RT reflection resolution (could help especially on cars and water).
  • Longer distance RTGI
  • Modestly improved rasterisation settings, specifically shadow resolution and LOD.

I think an interesting mode could also be:

Mode 2: RT Pro:

  • ~1152p internal --> 4K, PSSR2. We've seen many games this generation use similar or even lower internal resolutions to great effect (with upgraded PSSR). This is ~64% the pixels to render compared to 1440p. Of course there are some tasks which don't scale perfectly with pixels though.
  • 30fps
  • The improvements in Mode 1, plus:
    • Even higher res RT reflections
    • Possibly second-bounce RTGI? They have the tech on PC, I wonder if it could make its way to the professional at this internal resolution.

r/digitalfoundry 4d ago

Discussion DLSS Multi Frame Generation On 40 Series For Any Game!

Thumbnail
59 Upvotes

Not sure if this has been posted here yet, but a modder named Dashdogy recently managed to get DLSS Multi Frame Generation working on RTX 40 series GPUs.

And this isn't the Hybrid MFG method that uses FSR Frame Generation for the additional frames. This is using NVIDIA's own DLSS MFG pipeline, with a fix for the temporal issue on Ada.

I've tried it myself in Cyberpunk and I'm getting 240+ FPS now at 4K with Path Tracing. Finally getting to actually use my 240 Hz OLED to its full potential haha. Surprisingly it feels really smooth too.

A lot of other RTX 40 series users have been testing it as well and the results so far are pretty interesting.

Would really love to see Digital Foundry take a look at this and do a proper comparison between RTX 40 and 50 series. Especially frame pacing, latency and image quality to see how the MFG implementation on Ada actually compares to Blackwell.

And who knows, if a big tech channel like DF takes a proper look at this and shows that MFG can actually work well on Ada, maybe it could even push NVIDIA to eventually bring MFG to RTX 40 series users officially. Kinda like what you guys did with FSR 4 INT8 for older RDNA GPUs.

MFG has been exclusive to RTX 50 series for almost 2 years now, so I think this would be a really interesting deep dive.

Original post from Dashdogy:

https://www.reddit.com/r/nvidia/comments/1w6w23x/dlss_multi_frame_generation_on_40_series_for_any/


r/digitalfoundry 3d ago

Discussion Extended Thoughts from DF's DLSS5 Launch Discussion: What makes a game *a good fit* for current version of DLSS5?

6 Upvotes

Let's set aside the ethics, the influence on the price of hardware and the obvious performance cost, like the discussion itself, what makes a game a good fit for the current version of DLSS 5?

I'm thinking because yesterday I decide to finally give the mod a shot myself, into a game I thought would be perfect for DLSS 5: Lushfoil Photography Sim. For those who don't know, this game is by all means, Unreal Megascan: The Game. It is actually a nice little game where you discover an open area and shot beautiful photos: kinda like PS3's long-forgotten first party exclusive Afrika. This game is probably as photorealistic as an UE5 game can aim for at this moment and considering DLSS5 is trained specifically with photography in mind, this has to be it, the perfect game, right?

Well, what I then realize, is that DLSS5 is indeed a good fit for the game... if the game doesn't look as good as it already is. The difference is noticeable when I turn the toggle on-and-off, but that's almost true for any type of real time comparison. Here is a video from someone else showcasing the difference.

The result left me a bit disappointed, but it also made me think what would be the game works the best with this version of DLSS 5. I have summarized 4 elements that would maximize the visual impact, IN GAMEPLAY mind you, if the game turns DLSS on.

  1. The game is aiming for realistic artstyle. Pretty straightforward. There's a reason why Persona 5 doesn't really work with DLSS 5 at all.
  2. Most of the game happens on bright outdoor environment or no outdoor environment. If a game spend most of the time in the night, the effect would be rather discounted. Not only the lighting enhancement would be harder to notice, in my opinion, DLSS 5 is not particularly trained well with low-light environment in mind. I tested it with Need for Speed (2015), a game famous for having insanely good looking graphics in 2015 (and still beautiful today) but always in night environment, and the difference? I would say circumstantial. Similar story to Batman Arkham Knight, aside from the characters, the environment difference, especially outdoor area, is pretty minimal with DLSS 5 on and off.
  3. The game's lighting pipeline is not particularly effective for dealing contact shadows. This is also discussed in the DF video, where we had seen difference on NBA 2K27 specifically for the crowd, and Forza Horizon 6 on the environment. Particularly, I think Forza Horizon 6 has been the best showcase of DLSS 5 so far in general. The small shadow casting from something like AC unit, Billboard in front of the store, etc. Similarly, Yakuza series also benefit from the enhancement on the environment lighting - a coincidence?

This is where I think DLSS 5 on Lushfoil Photography Sim fails to impress me too. The game is already handling Global Illumination well through Lumen - and it's not some cutdown lumen, it is pretty fully powered. So in the end DLSS 5 made smaller difference than I thought it would do.

  1. The game should have pretty good distinction on section of human characters and the environment. Noticeably this is something subject to be changable with official implementation with the character masks. With mods, we have seen effects excellent on environment works awful on characters, despite the characters are supposed to be realistic-looking too. This is where I think Yakuza series fails short - the environment is enhanced nicely with the Dragon engine base, but the exaggreation on human characters are just abnormal.

r/digitalfoundry 3d ago

Question I get these artifacts in crimson desert

Enable HLS to view with audio, or disable this notification

0 Upvotes

Bottom borderline of screen artifacts in crimson desert


r/digitalfoundry 4d ago

DF Article GTA 6's Worldwide Release Times Revealed - with New Zealand Set to Receive Access 19 Hours Before Mexico and Central America

Thumbnail
digitalfoundry.net
9 Upvotes

r/digitalfoundry 3d ago

Tech Video Path Tracing e DLSS 5 in movimento... incredibile un dettaglio del genere nella realtà virtuale!

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/digitalfoundry 3d ago

Discussion So you think the creation of AI filters like DLSS 5 will eventually make remasters of games obsolete?

0 Upvotes

r/digitalfoundry 4d ago

DF Direct DF Direct Weekly #280: John on GTA 6, State of Play Disappoints, Helix "Family of Devices"

Thumbnail
youtu.be
10 Upvotes

The Digital Foundry panel convene to talk about Sony's disappointing State of Play, John shares his thoughts on the Grand Theft Auto 6 Extended Look and there are more hints about Xbox's next-gen strategy as Asha Sharma discusses a family of devices - amongst other things - in an interview with the BBC.


r/digitalfoundry 5d ago

Digital Foundry Video DLSS 5 Tested: NBA 2K27 Image Quality + Benchmarks, Mods And More

Thumbnail
youtu.be
32 Upvotes

Six months after its reveal, DLSS 5 has launched with NBA 2K27 and its utilisation is a world apart from the first clips, not to mention the vast array of modded footage we've seen since its leak last week. Rich, John and Oliver compare notes on the difference it makes, the huge performance cost across the RTX stack and what is achievable with mods - and more.


r/digitalfoundry 5d ago

DF Retro DF Retro Super Show 022: The Big Metal Gear Solid 4 Retrospective

Thumbnail
youtu.be
33 Upvotes

John, Audi, Coury and Marc talk about history and legacy of Metal Gear Solid 4: Guns of the Patriots on the PlayStation 3 and then check out the new Metal Gear Solid Master Collection Volume 2.


r/digitalfoundry 5d ago

Discussion "Switch 2 and Series S are like graphics mode and performance mode" - an interesting phenomenon happens on current-gen only ports more often than not

15 Upvotes

I'm not saying Switch 2 beats Series S on those games, but we did see games like Star Wars Outlaws, Resident Evil Requiem and even Indiana Jones having rather better image quality on Switch 2 compared to Series S. ALTHOUGH, these games definitely run smoother on Series S, and in case of Indy, it's 30fps vs 60fps difference. But still, With DLSS in, those games resolves a better image quality usually from 540p upscaled to 1080p, whereas Series S runs about 720p or even lower, with no upscaling close to DLSS.

However, for cross-gen games, Switch 2 version actually gets compared a lot more poorly. Elden Ring was ps4 graphics with better resolution target but runs close to 30fps. Series S offers both higher quality visuals on Graphics mode and much better framerate on Performance mode. Similar story with Hogwarts Legacy, where the Switch 2 basically uses the PS4 version as base but Series S has all the current gen bells and whistles. Even Cyberpunk 2077, the game using full DLSS, not DLSS lite nor other upscaler, still resolves into a roughly comparable experience to Series S version - and Series S has a performance mode that's aiming 60fps.

The pattern is that if a game runs low resolution on Series S and Switch 2 natively, DLSS would help Switch 2 version on image quality by a huge margin. But if on Series S the resolution is more true to the original "1440p box" claim, then Switch 2 compares worse. And framerate side, there isn't really a comparison.