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DLSS 5 explained, with Linus Tech Tips episode artwork

Sep 22, 2026 36 min

DLSS 5 explained, with Linus Tech Tips

from The Vergecast Hosted by The Verge

Nvidia's new DLSS 5 (Deep Learning Super Sampling 5) rendering technology uses AI to (theoretically) improve video game graphics. When it was announced, social media declared that it was "yassifying" video game characters, changing faces in a way game developers didn't intend. Linus Tech Tips' own Linus Sebastian and David Gauthier join guest host David Imel to break down the the hype and controversy. Further reading: The Beats 360 are what I’d bring to the gym if I hated earbuds Peloton is back with a ‘cheaper’ folding treadmill Whoop and Peloton integration is finally here Xbox is barely Xbox anymore Apple’s first live music venue is opening beneath its UK headquarters Nvidia’s DLSS 5, explained DLSS 5: Has Nvidia’s AI graphics technology gone too far? DLSS 5 looks like a real-time generative AI filter for video games Subscribe to The Verge for unlimited access to theverge.com, subscriber-exclusive newsletters, and our ad-free podcast feed. We love hearing from you! Email your questions and thoughts to [email protected] or call us at 866-VERGE11.

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DLSS 5 explained, with Linus Tech Tips

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Welcome to the VergeCast, the flagship podcast of Deep Learning, Super Sampling. I'm David Emell, and videos DLSS5 technology was released on September 3rd, and it's notably different from the ways it's been doing Super Sampling in the past. Super Sampling is a technology used to boost video game fidelity and performance on existing hardware. There's been a lot of pushback from some people in the gaming community and even the developer community about this, so I wanted to bring on Linus Sebastian and David Dottier from Linus Tech Tips to talk to me about what DLSS5 is and why pretty much everybody is so up in arms about it. But first, here's what's happening on the Verge today.

This is 90 seconds on the Verge for Tuesday, September 22nd, 2026. Beats have announced the new Beats 360 headphones, which are specifically designed for working out. They come with IPX4, water resistance, removable ear cups, and replaceable batteries. Senior reviewer Victoria Song says they can get a bit icky after a 40-minute workout, but the ear cups are pretty easy to clean once they get too gross. They don't come cheap though. At $350, they're competing with headphones from Sony and the original Sonos Ace.

Elsewhere in the exercise world, Peloton have announced a cheaper, foldable treadmill called the Tread Flex. It's still pretty expensive at $2,195, but this time it can save 50% of the floor space when it's folded up. Peloton have also announced whoop integration, so if you're a loyal fitness fan subscriber, you can get much more accurate treadmill readings. Next, Microsoft has announced 268 layoffs as part of its 3,200 layoffs it has planned for this year. As part of the reorg, Halo Development is moving under Activision, and Obsidian is moving under Bethesda to focus on the Fallout games.

Not even Minesweeper and Solitar are safe. Those games are moving to Candy Crush developer King. And finally, Apple is opening a live music venue in London next week called the Apple Music Hall. It was built under the company's European headquarters and has room for 600 audience members. But if you can't make it to London, I'm sure you're going to be able to visit this thing in the Vision Pro pretty soon.

A flight to London would still probably be cheaper though. You can read more at theverse.com. That's 90 seconds on the Verge for Tuesday, September 22nd, 2026. Support for the show comes from Atio. There are sales teams out there who never seem to stop moving.

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Alright, Linus Sebastian, David Gattier, welcome to the Vergecast. Thanks for having us. This is really exciting. Yeah, I'm super glad to have you guys here. It's been a while since I've seen you, so it's nice to see you, first of all.

But we really wanted to bring you in because there's this new thing that just dropped NVIDIA DLSS5, super sampling sort of, right? Yeah, we've lost track a little bit of what the SS and DLSS stands for. I think that's pretty clear. Yeah, we've had DLSS before, which was sort of a way to upscale content when you had a lower-tiered GPU. Can you explain what DLSS5 is and why it's different from what we've had before?

Yeah, well, DLSS in the past, we've got this lower resolution that we're rendering at internally. And then we're using some form of machine learning to take that and extrapolate, kind of like way back in the day when you would have a low-resolution image that you took on your 1 megapixel digital camera, and you'd kind of try to stretch it out and then sharpen it and fill in the missing information. It was like that, but powered by machine learning, so towards the end of it, with DLSS4.5 actually, getting pretty good. DLSS5 takes that. And instead of just adding pixels that weren't there, it seems to be adding elements of the scene that weren't there.

Or adding colors that weren't there. And NVIDIA has strongly hinted, not just hinted, they have said outright, that this is where they believe the future of rendering is going, because they just basically have been saying that Moore's law, where we can just have more and more transistors and bigger and bigger chips that can traditionally render better and better every year, is completely dead. That's NVIDIA's kind of stance on that. And then this concept of neural rendering is the future, where we take a relatively low-fidelity scene and then we use our best guesses based on a trained AI model, as to what exactly the intent was to have there. One of the demos of this technology that really stood out to me this was years ago, they did this demo where they had this almost MS Paint drawing application. Do you guys remember this?

Oh, yes. They drew this like mountain scene and then just like a blue line squiggle through it. Yeah. And then they just press the button and it goes, wow, beautiful mountains in a river. Right.

And that seems to have for longer than I think most people outside the company have realized that seems to have been NVIDIA's vision. So I as a, and it seems like earnestly, they believe that this will be a benefit to developers and gamers. So as a developer, I could just say, barrel. And then a beautifully rendered barrel would just get crapped out onto my screen that looks photorealistic, essentially, because I don't actually have to render all those pixels and I can do it so cheaply. Now, David, our David, David, go to, actually spent a lot more time with DLSS 5 than I did on games that NVIDIA didn't authorize.

And it seems like at least at this stage, we're falling well short of, you know, magic barrel. And oh, here's a leather jacket. And it just suddenly is trained on what a leather jacket is supposed to look like and is, miraculously photorealistic. So I think it's a little disingenuous for people to say, well, it's just an Instagram filter. But, you know, David, you looked at it across a much wider range of games than I did. Where does it sit on that spectrum of magic neural rendering to Instagram filter?

In your mind, I think it's biggest limitation is the fact that it has to be rendered 60 times at least a second. And so that tiny little window to be able to generate the uplift of AI really limits the amount of, you know, creativity that the AI can do. Even in videos trying to distance it in terms of messaging from being generative AI. But as it is right now, they've trained the program to be able to separate objects and control each object individually. You can apply different amounts of the, you know, quote unquote filter to those objects.

And it doesn't transform them in the sense that it can take a crew drawing of a barrel and make it work. It needs a pretty good input. They said the better input in the better output out. And I noticed that in my testing that if I gave it higher fidelity graphics, it looks significantly better after the AI. That being said, it still has that AI look.

And if you have that immediate discussed reaction to AI generated content, this won't change your mind about it. I have so many questions here because you mentioned you've tried this on a bunch of different games. I watched your guys' video that you put out where you tested on Expedition 33, you tested on a Final Fantasy game. And it did seem to upskill the textures to an extent, or maybe it was like a dehaze filter a little bit. You know, the haze kind of went away, the contrast went up.

Does that not take a lot of creative power away from the artists and the developers and the way that they want these characters to look? Because to your point in your video, you showed one character that was supposed to be kind of an anime style character and they ended up just looking like a real person. So where do you think the line is there? Right now, you know, the conversation around artists and tent. Is really complicated because the DLLs that we were using were leaked.

Only NBA 2K 27 has actually been tuned with all the different sliders that NVIDIA makes available to developers to decide how they want to apply these effects. So every other game that we looked at was a combination of our best guesses for what might look pretty okay and what whoops, definitely doesn't. And also us kind of goofing around with them to see what our range of best case scenario and worst case scenario might actually look like here. I think it's going to be a really contentious issue, even with game developers. I think some of them see it as they, I slot filter, you turn it on, everything sucks.

And then others are coming to the defense, the creative director of Kingdom Come Deliverance 2 went on Twitter X to defend it and said like, this is what we wanted our game to look like. We just didn't have the technology or the resources to make it happen. And so I think, excuse me, sorry. Well, they made that a lot worse. So don't get started on Star Wars, don't do it.

But I think right now, and I think in the immediate future, this will only be good in games that are chasing photorealism and anything where there's a stylized look. It doesn't work. Even games that are kind of halfway there, like Expedition 33 where it's realistic proportion characters, but there's sort of a dreamlike quality to it. It sort of takes away from that. And another thing I noticed is that whatever AI, or whatever data set they're training it on is sort of sucking the color out of it in the same way that lazy color correction and film is doing.

And so I think they're using a kind of generalized data set that is like, oh, that's what film is doing. It's trying to make it look more like an actual movie without doing the detail work to make it actually pop. And I just want to jump in and say, I don't want my games to look like movies. Right. Yeah.

Games should look like games and movies should look like movies, except when the movie is the Super Mario World movie, or when a game is really committed to that gritty, realistic, filmic look. And it's a very cinematic art style and very story driven. Then, OK, yeah, fine. You know, make my game look like a movie. But these are two different mediums.

And we shouldn't just go, OK, well, yeah, they're the same now. Right. Yeah. Now, since this is only an Nvidia technology, are we going to enter a world where AMD gamers have a different graphical experience than Nvidia gamers? OK.

Now you're getting into the big questions. And OK, OK, immediately. No, because the performance hit of this is already pretty catastrophic on a 50 90. And I made an offhand remark, I think, in the video that it was going to be, I think I said five years or something like that before anyone's like really using this. And someone responded to me to go, what are you talking about?

I'm using it today and I love it. I have a 50 90. I'm like, how many people are with 50? Right. Yeah.

Yeah. Yeah. Yeah. Exactly. Yeah.

Because this is not this is not a real mainstream technology until, you know, the last generations, 60 series card can run it in some kind of meaningful way. And that will not happen until we are a couple launches in and Nvidia launches a new GPU series like every two years now. So that was kind of what I was trying to say there is that right now, you know, this is very similar to, I would say, the early days of the more traditional DLSS that was more about just filling in the missing pixels in that we've got hardware that is even at the very high end of what's available, struggling to really utilize the feature as it is.

And the features implementation is still, in my opinion, pretty early stages in terms of how useful it is because it's not, it's not creating barrels out of nothing. That that perfectly integrate into the rest of the scene. Right. It's just applying lipstick. Right.

You know, it's, and to be clear, it's not, it's not applying that lipstick in a universally, you know, unpleasant way. Like I actually found that particularly with background characters where there was less time and attention that could be spent on that. I actually was pretty pleased with the results sometimes. Like I loved the extra little, you know, shot of immersion that I got walking around in a street populated by NPCs in Cyberpunk. And that's something that, you know, I hate to, I hate to validate the, well, this was our intent.

We just didn't have time to spend on it argument because I think the flip side of that argument is, well, you know, that's a shortcut, right? Like we're giving game developers the tools to be lazy. I don't buy that, but you know, the barrel one, I think you could kind of make an argument for, you know, well, yeah, maybe you should draw a barrel like isn't this art. Yeah. Right.

But I think, you know, every game ever that I can think of that has, I mean, character has struggled a little bit from the main character looking a little bit out of place. Right. That's to all the NPCs that are procedurally generated or that are drawn, but obviously they can't spend as long or, or you're in a world where there's like half a dozen different models for your non-playable characters, right? Like there's always a compromise there. And if I could have AI fill in the gaps, you know what, I find that to be an immersion increasing experience.

It's just that we don't have the hardware to run it today. And it's more subtle today than I think it's going to need to be to really change my gaming experience and have to justify the performance. And it's a big one. Yeah. Another aspect of the future of DLS5 will be how they continue to optimize it.

Since the spring, they say that it's five times more performance. When they first show the demos at that time, it required two 50-90s to make it work. Oh my God. It would just be grateful. It doesn't require two 50-90s.

Yeah. So it's coming back. Yeah. Exactly. Bring it back.

Who knows when we're getting the next generation of graphics cards, but hopefully in video we'll continue to optimize, make it faster. One thing that I noticed is that they are definitely paying attention to the backlash that's been happening. Not only did they encourage people to post videos earlier to kind of, I think, balance out sort of the fan outcry of DLS5. They have now said that they are going to work on a 4,000 series version of DLS5. Oh.

And so we know that they're paying attention. We know that they are trying to mitigate the PR disaster that it's become. And hopefully that means for gamers that want to use it, they won't have to buy 70-90s or whatever it will be in three, four years. Right. I mean, I don't have much hope for that.

The 40 series can run it, but this is the lightest version of DLS5 that there will likely ever be. I shouldn't say that. This isn't the lightest version, but it feels like we're going to be going down a path where just like the transformer model and the way that that just doesn't run as well on older series cards, it has a bigger performance hit. I think what we're going to see is we're going to see DLS5 sort of versions that are tuned for the different generations of cards. And a 40 series just doesn't have the same neural capabilities as a 50 series and neither is going to be anywhere near what we're going to see in the future.

So yeah, you might like have the feature, but I don't, I just don't think it's realistic that you're going to be running, maybe walking, you know, but I don't think you're going to be running the future variants of this that are going to really meaningfully impact the gaming experience. But I mean, it's a funny thing that we're even having this conversation because when I first got into this hobby, oh, I don't know, you know, almost 25 years ago now, it was like, well, yeah. You know, your old card doesn't support direct at nine C. So you don't have the new feature. And everyone was like, okay, I guess I'll need a new one.

But then again, back then you could get a new card for 150 bucks. That was reasonably performance. So so people's mentality around how long they want to keep their cards and have access to all the new features has totally changed. But so has the cost structure of upgrading. It's gotten it's gotten insane.

Right. Like I'm just going to jump over on you, because last time I was looking at any of this 50 series was going up in price again. Right. Because local AI and things like that. I think they're 50. Yeah.

Oh, so much. Right now. How much 50 80s or like 15, $1,600 now? Oh my god. That's how much you can build an entire computer for.

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That's Framer.com slash Verge. Rules and restrictions may apply. Our Fantasy Commission says for him it's all about the friendships. Cute, Kevin. But I disagree.

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Please play responsibly. If you were someone you know what concerns about gambling, visit connectcentario.ca or call 1-866-531-2600. Terms and conditions apply. There also seems to be a little bit of mixed messaging, I think, because DLSS previously. And I remember people are always mad.

Obviously, I remember a previous version of DLSS when it was generating frames. And people were like, so my GPU is only truly generating a certain amount of frames. And now it's doing the opposite, right? It's generating this upscaled version, but it has to use more power instead. So the messaging from NVIDIA seems a little confusing as well.

It's like super sampling, yes, but 50% performance cost seems like a lot. Even on a 5090, does a 50% performance cost seem like it's taking a game from fairly playable to not very playable? Well, that really depends. And I think to your point, NVIDIA is getting a little bit confused in their messaging here because they want to sell you high frame rate, right? They want to sell you high resolution.

They want to sell you ray traced lighting. And they want to sell you AI assisted, machine learning assisted, enhancement of objects on the screen. Good luck enabling all of that at the same time. Yeah, right. Hit two.

Yeah. I actually disagree. I think NVIDIA knows exactly what it's doing in a maybe a malicious way where they know that dollar for dollar AMD can compete in raw performance, where AMD's having struggles in competing is in this feature set and DLSS being better than FSR in general. And now they're making it that not only is it going to give you a performance uplift, if you want the highest fidelity, you also want the OSS so that it'll balance out and you're so dependent on their feature set and their ecosystem to get the complete gaming experience. So I think it's a by design that they've uplift performance and they're taking it so that you need the whole ecosystem at once.

Right. But what you end up with is something that I think from a console perspective, you target 30 FPS or whatever, might be okay, but from a traditional PC gaming standpoint, you look at NVIDIA's messaging over the last again, a lot of the last 20 years. This idea of not turning all the sliders to Max, this idea of tuning your sliders. So yeah, in this game, I'm going to chase high frame rate because I'm playing competitively. Or in this other game, I'm going to chase fidelity. In this other game, I'm going to chase lighting.

This idea of not being able to just have the highest end hardware and crank it is, I think a new one that a lot of longtime PC gamers are going, well, I thought I was gaming on PC. I thought I had a high end GPU. Why am I compromising? And especially when we're paying so much money for this high end hardware, it goes, well, we have to go, is this really, you know, five times better than PlayStation five? It's better than PlayStation five, sure, but is it five times better, six times better or whatever that number works out to depending on what GPU you're chasing? And it's just, I think

it's contributing to people feeling like, well, who cares anyway, because it's all just unattainable? I think it's really interesting that the DLSS5 news happened the same week as the big GT6 drop, which is clearly and publicly non AI, no AI generated content, just really handcrafted, you know, all the money on this planet thrown at this project. And it looks absolutely phenomenal on a base PS5. And it's kind of reinforcing that idea that developers just haven't been optimizing. It's like, they're just trying to be lazy doing this. And it's hard to look at GT6 and be like,

oh, I want DLSS5, not what they do in GTA six. And so the games I don't will see, but from my perspective, I'm like, let's go back to just putting time and care into these games. With that said, I mean, GTA six is a guaranteed payout at the end, and depending on which estimate you're looking at is expected to cost anywhere between a billion and three billion dollars to produce. So if anything, I'm going to push back on this, Mr. Go to, and I'm going to say, I think when we look at what it costs to produce such a finely tuned, insanely well running, oiled machine like GTA six, it's pretty easy to go. Oh, well, I can see why almost nobody else is doing that because almost

nobody else has a built in buyer base that they know they're going to sell billions and billions and billions of dollars worth of this game. No wonder they don't do it. You are 100% right. Yeah, it seems that there are exceptions like Expedition 33 where it can look amazing and it comes from a smaller India studio and everyone's like, wow, every game should look like this. But it seems to me that the direction the industry has gone, most studios have not enough money and not enough time. Well, Expedition took a lot of flack for how well optimized it was. It was poorly optimized.

It runs kind of, it runs kind of really well in certain windows. Like if you, if you kind of tune your settings like this, you know, you can actually get a pretty darn playable experience on like handheld PCs. But then as soon as you start to turn things on, like PC gamers are used to doing, it starts to really struggle unless you throw extremely high-end hardware at it. And that's exactly the kind of outrage from the PC community that I was talking about before. They're not used to that. They go, well, I spent a bunch of money. I should be able to turn up all the sliders.

I think something that's really changed though is how scalable the technology that's being sold to developers is. Like every presentation of Unreal Engine, they're like, this is what the future will be. No, nothing can run this right now, but we're building this into this version of Unreal so that one day people can crank that slider and they'll see everything. And I feel like we rarely got that before. Crisis. Exactly. Crisis was like the one big example of like computers can't run this yet,

but one day they will be able to fully maximize this and it'll be great. And I think it was exciting when it was a one-off. And these days it feels like we're just being trailed along to spend more money in the future. And I think it was exciting back when we would get a new generation of GPUs every year and that new generation would be the same price or cheaper. Whereas now we're being promised this shiny, high fidelity rendering future that people are just looking at and going, well, okay, car or GPU. Remember the 970 for $350 before the scandal? All that stuff.

Now, I want to talk a little bit about the way that this is actually working because I've seen some people hooking up DLSS5 filters to switch to capture cards and making someone applying it to their webcam output as well. Yeah. So it's clearly not filtered. It's doing these neural rendering things. But do you think the future is a world where independent people figure out how to do it? Because

it's been leaked enough. Now people can apply it to things. Do you think there's a world where it's not locked to NVIDIA and everyone is able to do this kind of technology? So, first things first, NVIDIA, it's so funny watching NVIDIA take all of the flak for fake frames and fake resolution and all this kind of stuff. And then you watch the community slowly get their frog selves boiled by these new ideas. And then when Intel and AMD announced competing features, they kind of go,

oh, well, thank goodness, Intel and AMD are catching up to NVIDIA. Now they'll be more competitive and will be less likely to be the hold into this monopoly company that has over 90% of the market sharing to Street GPU. And it's like, well, hold on a second. Do you hate these features? Do you like these features? Because what do you guys ever buy a lot of NVIDIA GPUs? And what do you ever not buy

anyone else's stuff if they don't support the latest NVIDIA features? And to AMD and Intel's credit, while they haven't led the charge really on DLSS because that's NVIDIA's technology and they're putting very real R&D budgets behind this, even if you, it's not a fake budget, even if it's giving you fake frames and fake resolution, they are doing a pretty good job of trying their best to keep up. And I think that now that NVIDIA has shown DLSS 5, and even before that, it was very clear that this was the direction they were headed, AMD and Intel will be working on this and we will see these features on other devices. With that said, right, you can't just apply DLSS 5 to your webcam.

That is not DLSS 5. That is like some elements maybe of how DLSS 5 is working, being, you know, bodged together and applied to an output, but it requires vector data that your webcam simply doesn't have. And you know, look no further for an illustration of what I'm talking about, then old school frame interpolation and motion prediction on like early smart TVs. I remember we had this partnership back when I was working at the computer store with Samsung and they were really pushing this like in between frame. I think it was running up to like 900 Hertz fake, you know, whatever it was. And they

had this scene of like hundreds of birds flying. And that was one of their demo scenes to show off this technology in the store. And the first thing I said when I looked at this, I went, wow, that looks terrible because bird wings are not easy to predict. They're easy to predict for, you know, a human being who knows, oh yeah, well, they go all the way this way and then they go all the way that way. But the processor in that smart TV had no idea. So the wings just end up being this like weird glitchy

mess because it didn't know which way they were supposed to be moving and where to put, you know, the fake frame that it was inserting in between. And so without the vector data that is going to tell DLSS five what direction it's going, it's all just going to be it's going to be wings, right? You're going to end up with weird glitches. So on a pretty static image, like on this video podcast recording, it might actually look kind of okay as like an AI filter the same way that any other sort of machine learning driven filter technology can work pretty well these days. But unless you were also adding some means of telling it, you know, what direction his head is going and at what speed, it's not going to be able to guess at the things that were that were occluded in the last frame. And

it's it's not going to be DLSS five, it's just going to be using the DLSS five DLLs to apply a bad looking AI filter. Do you imagine that in video is going to keep like changing the way that these filters work? Because I remember when they first announced DLSS five a number of months ago, they were getting a lot of like for yesifying the the people that they applied it to it looks pretty ridiculous. And now the games look a little bit better, the face structures look a little bit better. Do you think that in a way them basically having only work on like a 1590 on like one game of officially is a way for them to have time to optimize the way this works when it eventually trickles down to cheaper graphics cards? No doubt. 100%. This is I hate this line so much because it

is the most just Silicon Valley tech bro line and I hate it. I hate it saying trickle down. So I understand. But this is the worst version of DLSS five that you have. Yeah. Yeah. Yeah. It will get

better. And you know what, if you had if you had asked me this same question a year ago, I just said, you know, I'd have done my usual lines right never buy what something will be in the future, right? Which is still true. And I have my doubts about, you know, whether this type of technology will ever be something that I would want to use blah, blah, blah, all the usual stuff that I said, DLSS 4.5 really was a turning point for me where I looked at it and I went, well, of course I turned that on. And I didn't I didn't know if I was sure that we would get there or even if I was excited about the possibility of getting there, it wasn't something that I would have been able to recommend to someone to spend their real hard earned money on not yet. It was still something that

was to me subjective, like DLSS 4 was still subjective. You might like it. You might appreciate it in these certain stairs. There was always an asterisk with DLSS 4.5. I kind of went, oh, they were right.

And and that gives them some credit to me where where they can now make some claims. And I won't be thinking of, you know, the last time that they made a prediction about the future of rendering and they didn't get it right. I'll be thinking about the last time they made that prediction, they made that big bet and they nailed it, which was DLSS 4.5. So maybe that's why even though this is more of like an object enhancement feature than a resolution enhancement feature, they're branding it DLSS because they're leaning on that credibility that they've built around the DLSS brand. Right. Yeah, makes a lot of sense. David, what do you think? I think that I like

that you guys are like disagree. That's good for podcast. Don't get a start on Star Wars. I think that the DLSS 5 that we're going to have in a year is going to be so markedly different than we have now. And we will have a slew of refined titles. Right now we're getting YouTube shorts,

we're getting videos of people being like, I turned it on this game, max the settings. And it looks real bad. And so everyone's kind of dunking on it doing this. And I think in the same way that it's gotten harder to identify AI generated content without really concentrating. I think we're going to get used to the way that DLSS looks. It's going to look better and better. And then

eventually it'll become more and more normalized. And that's a little bit of a scary prospect for me. Amazing guys. I really appreciate it. Thank you for so much for coming on explaining this.

It's been a while since I've been in the PC gaming space. So very helpful. I appreciate it. Oh, our pleasure. This was a lot of fun. Thanks for having us on.

Well, that's been it for the Vergecast. Let's know you think called the hotline 866-Verge1 or email vergcast-atheverge.com. This is where everything we do here and to get every podcast, subscribe to the Verge. We're probably the Vox Media Podcast Network. The Vergecast is produced by Josh Cauhas, Eric Gomez, Brandon Keefer, and Travis Larchuk. See you next time. Rock and roll.

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