Pretty much any of the 2d Zeldas fit this bill. Link to the Past/between Worlds… Link’s Awakening…etc. There’s also a game called Oceanhorn from several years ago that tried to be a Zelda clone, but I didn’t get very far in it.
The “play games” can. Three filters I always use in combination: “Premium” (i.e. paid), “no ads”, “no in-app purchases”. In the current version of the app you have to scroll quite down to find these.
I don’t know if you’ve played Oracle of Ages/Seasons, but those are two more great Capcom Zelda games.
I saw someone else say CrossCode, and I can second that. CrossCode is the only game I have ever played to perfectly capture the way games felt on the Nintendo DS. Control, aesthetic, everything. It made me immediately nostalgic the first time I played it.
My partner and I just finished Cyberpunk. Still addicted Balatro but taking breaks with the latest alpha of Automation to build stupid supercharged engines.
I’d say LoZ: Echoes of Wisdom tried to be like this, unfortunately it’s a bit bland. Might be worth checking if you haven’t yet though.
For something I enjoyed more, CrossCode is a fun top-down action RPG, but it’s more of a sci-fi/fantasy thing and a bit more on the action side. It does have extensive dungeons with lots of puzzles though (often relying on switches, timing, movable blocks and clever ways to use your ball-shooting weapon).
This week I finished the Endwalker MSQ in ffxiv, which I loved. I’m now taking a break before going into the post ew patch quests to complete most raids which I slipped and a few other quests, while leveling white mage.
Played a bit more of Guild Wars 2 with a friend, but continuing only confirmed our negative first impressions, so we dropped it a bit after the first set of story missions.
For non videogames: we also continued our dnd campaign and played call of cthulhu’s Lightless Beacon
This is more arcadey, but I recommend giving Cave Story a go. The story is rich, the worlds deep. It’s a great game. It’s not the same genre, but for me, it has a similar vibe.
It might be fine for non-interactive stuff where you can get all the frames in advance, like cutscenes. For anything interactive though, it just increases latency while adding imprecise partial frames.
And that’s while ignoring the extra processing time of the interpolation and asynchronous workload. That’s so slow, that if you wiggle your joystick 15 times per second the image on the screen will be moving in the opposite direction
The basic flow is
[user input -> render 33ms -> frame available]
It is impossible to have a latency lower than this, a newer frame simply does not exist yet.
But with interpolation you also need consistent time between frames. You can’t just present a new frame and the interpolated frame instantly after each other. First you present the interpolated frame, then you want half a frame and present the new frame it was interpolated to.
So your minimum possible latency is 1.5 frames, or 33+16=59ms (which is horrible)
One thing I wonder tho… could you use the motion vectors from the game engine that are available before a frame even exists?
No, modern game engines produce a whole lot more than the necessary information to generate a frame. Like a depth map and such. One of those is a map of where everything is going and how fast.
It wouldn’t include movement produced by shaders, but it should include all polygons on screen. which would allow you to just warp the previous frame, no next frame required
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