As I travel a lot, I would love to see a true eco mode for my laptop. Something that would keep my fans quiet (2500rpm max).
Some games allow for FPS capping and lower settings, but it’s not always the case. Sometimes tweaking the settings doesn’t seem to make any difference to power consumption. Sometimes your only way to cap FPS is to rely on VSync, which doesn’t make much when you play on 120Hz screen.
Metro Exodus is a good example of an almost impossible to tweak game.
I think it would be nice to have a dedicated travelling mode. It would effectively help people with lower specs and entice developers to produce a more efficient code, rather than pushing for costly gears.
As a developer myself I know very well it costs money. But if I had a wish to make I’ll go for this one
Hmm. I think that a better way to do it is probably in the OS, rather than in-game, on a per-game basis.
Processors thermal-throttle today, and OSes can limit what modes they’re allowed to shift into. And my guess is that usually, if someone wants to constrain performance, they want to do it systemwide, rather than for an individual game.
On the game developer end, if the player wants to play both in a performance-limited and not-performance-limited mode, I’d think that there are probably two ways to go about that:
Permit for two different sets of saved video settings, where the player can flip between them. Honestly, I think that this is probably more tweaking than most players are going to do.
Provide some kind of adaptive quality mechanism. Then, if the computer becomes “lower end”, then the adaptive quality system just twiddles settings until the target framerate is maintained.
There’s also a third point you make here, and that is that in a world with battery-powered devices, CPU/GPU usage actually matters. It’s not zero-cost to just use whatever’s available. I remember submitting an issue some time back for Caves of Qud, where the thing ran a busy loop when the window didn’t have focus, even though the game was paused (which the dev fixed, kudos to them). I noticed it because the fans would spool up when the game was in the background. That’s a game that, because it’s turn-based, has the potential to use very little CPU time, even when the game is in the foreground.
I think that there’s a fair argument that historically, most game developers, aside from maybe mobile or portable console guys, haven’t needed to worry much about consuming resources if they were available.
Speaking as a player, though, I don’t much care about power consumption if a system has wall power. But I care a lot about it if it’s battery-powered.
For phones, I kind of wish that Google would consider providing a “battery usage” rating in the app store that provides some kind of approximate metric for how much CPU time the game uses while active – if Google is going to send all kinds of telemetry from devices, might as well use that for something useful. Maybe permit the game developer to register multiple “modes” (high-power, low-power) and give a ranking for each. As things stand, though, there’s no way for the potential customer to know power consumption, and this would help push that information out to the customer.
I think that a better way to do it is probably in the OS, rather than in-game, on a per-game basis
Low power mode on macOS gives that kind of feature. It works well because the computer never goes beyond a certain threshold of power. I guess it’s a simple downclock of some sort, but the caveat is that it won’t adapt to more demanding zones of the game.
Permit for two different sets of saved video settings, where the player can flip between them. Honestly, I think that this is probably more tweaking than most players are going to do.
I used to do exactly that with macros in World Of Warcraft. I had 3 different kind of setup for Efficiency, Balanced and Quality gaming. That game was the first that I know of to introduce built-in FPS capping during WOTLK extension, and 10 different settings mode plus the ability to make even more custom tweaks. My only wish is that every game developer to do the same.
Provide some kind of adaptive quality mechanism. Then, if the computer becomes “lower end”, then the adaptive quality system just twiddles settings until the target framerate is maintained.
Speaking of WoW, there is a target FPS setting that will make the game lower the compute demand, but it wouldn’t help in my case since it’s meant to use as much compute power as possible to reach an FPS goal. It could do the trick if it could be coupled to a Don’t use more than 50% of the compute power, but I’m not sure a game can understand how much a computer has without reaching its limit first. Maybe some kind of benchmarking could help though.
Speaking as a player, though, I don’t much care about power consumption if a system has wall power.
Me neither. But I do enjoy a silent machine !
For phones, I kind of wish that Google would consider providing a “battery usage” rating in the app store that provides some kind of approximate metric for how much CPU time the game uses while active.
That would be very useful indeed! And another incentive for developers to write better code.
Dear God, yes, font size options, PLEASE! I cannot express just how depressing it is to finally get a game I’ve been wanting to play so badly for years only to immediately realize I can’t play the damn thing because I can’t see the text to read it and figure out what the hell is going on or what I’m supposed to do. :(
Always enjoyed Skyrim’s soundtrack, but while I love it, I still enjoy and prefer Oblivions soundtrack more.
Oblivion was my introduction to the Elder Scrolls universe and the music from that game has kinda become embedded in my mind. Just my general go to music for fantasy environments including for DND or Pathfinder sessions.
I love Morrowinds music too, but if I had played Morrowind back when it first came out, I would have ranked it’s soundtrack higher than Oblivions.
Sonic (just about every game in the series): even during the “dark age of Sonic” ('06 through Unleashed) and in flops like Forces, the one thing the series has consistently gotten right is the music. Jun Senoe will rarely steer you wrong.
Ace Attorney (also the whole series): has it all - some fun melodies, tracks that fit the mood whatever it might be, great character themes, and just about every Pursuit theme is an awesome hype track.
Octopath Traveler (the original): I love the instrumentation, more wonderful themes for characters as well as locations, and the Battle II music has to be my favorite battle music in any JRPG ever. I’m a sucker for good string music.
If you compare the game on max settings to modded C:S1 (and if you ignore the leveling plot issues), I actually think it looks better than C:S1, or at least pretty close.
…which makes it pretty terrible. What did they change/improve if not the graphics? It should be so ahead that you don’t even have to think what looks better.
Here’s a pre-release video from City Planner Plays that discusses the new roadway options. I believe even C:S1 added in snap-to-angle options eventually, which made it very easy to build roads at right angles. Unless you mean parallel roads? This is something that vanilla C:S1 did not have, but it looks like C:S2 has that on launch. The new road-building tools are one of the features that had me most hyped.
I had such a pain in the ass trying to make highway on ramp and off ramps look good while also being perpendicular to the highway and each other. Ruined the game for me because I couldn’t get past the first offramp to even start building 😓 bugged me way too much
Conversation logs (for the games where they make sense). I loved having this available in Dragon Age: Origins and it helped me remember my rationale for doing specific things. Also was just fun to read back through.
Dual subtitles, aka polyglot mode. Doubt that it’d ever happen, probably I’m the only one who wants it. Sometimes I’d just merge 2 subtitles with python script and upload it to my Plex.
Fast forward and save states especially for classic remaster. Some have this, some don’t
I don’t think I count as a polyglot (Native English, Spanish proficient, learning Japanese and German) but what is that even useful for? I feel like it’d be really confusing to have two subtitles for the same dialogue.
I just watch, in whatever language I want to practice.
I think the term came from polyglot books, i.e. books that are written in 2 languages on each side.
Often times for me, the spoken foreign language can be quite fast or filled with colloquials, so I prefer to have subtitles in that language, and also English subtitles. Or in some cases, such as for Japanese voiced games, I’d prefer to have a Japanese subtitles to help me recognize the Kanjis, and additional English subs for translation.
I tried this method on Plex, uploaded dual subtitles for some movies, and it helped me a lot in acquiring new vocabularies. I think Netflix allows users to do the same thing too.
I could see it being a lot more useful for Japanese or other no Latin alphabet languages. Especially for the kanji. I’m too early in Japanese to watch content.
This is a thing thats (slowly) becoming mainstream I think. Rainbow 6 siege has it (or it did when I last played at least) and Battlebit Remastered has it. In Battlebit you can actually lean left / right all the time, no matter if youre against a corner or not. You can even do it in open fields
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