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JEMC said:

The third part of the gaming news isn’t as long as part two, but you may want to rest before jumping into it:

A gaming CEO just said 'We’ve been a little bit too romantic about the idea that we should have employees and give people long-term job security', and doesn't that sum up everything wrong with the industry right now
https://www.pcgamer.com/gaming-industry/a-gaming-ceo-just-said-weve-been-a-little-bit-too-romantic-about-the-idea-that-we-should-have-employees-and-give-people-long-term-job-security-and-doesnt-that-sum-up-everything-wrong-with-the-industry-right-now/
>> It’s the CEO of the studio that made the Monument Valley games.

I can understand his feeling, considering he has a team of about 30 devs.

But considering that the Monument valley look like they were developed by a single developer or a team of less than 5 while at some point they were over 40 developers in the company, it begs the question about how they run their company more than anything else.

Jizz_Beard_thePirate said:

Blaming Nvidia for upscaling is always going to be silly when the industry was going towards upscaling well before DLSS came to be. Sony's entire stick with the PS4 Pro was checkerboard rendering which was a form of upscaling. Unreal Engine 5's entire premise was being built around upscaling with TAA Upscaling being shipped with the engine. And the list goes on. Upscaling was going to be a thing with this generation regardless of DLSS or not because of the way that UE5 was being built.

What Nvidia did is build an upscaling tech far beyond what anyone else could do and it took the industry 5+ years to catch up and build upscaling tech similar to how good Nvidia's technology has been. Same with Frame Gen when you look at Radeons version that still hasn't fixed the frame pacing issues 2+ years after release. There will always be unoptimized games regardless of the kinds of tech that's available.

Yesn't.

While Sony did the checkerboarding on the PS4 consoles, keep in mind that consoles always need some help to keep up with PC in some ways. As such, they had a legitimate reason to use a technology to close the gap to PCs.

Also, the UE5 story is wrong. What was built in is a level of detail adjustment... but it's only for models and geometry (as in, the number of polygons in their meshes), and it's something that had been done since Doom3, but handcrafted at the time. Also, the UE5 was developed on the behest of SONY for their PS5, so it's clear they wanted some techniques that allow them to keep up after a couple years.

But where I will blame NVidia is that due to their marketing they make it appear as if DLSS and especially FG are silver bullets against low frame rates, and of course PR departments, unknowledgeable marketing people and AA/AAA studio CEOs will latch onto such wild and unfounded claims and use it as such in their games, resulting in the use of DLSS and FG to reach 30FPS, and for selling that idea for PC while all the other efforts were for consoles to be able to keep up with PC. It was to be expected from the moment that Jensen Huang made his infamous claims on stage, and I saw that coming from a mile away. In fact, I was expecting this to happen a bit sooner.