Somehow I feel like the cloudflare one is not in the same category. This is the first I heard about it, and end users don’t care about logs at all. I doubt there’s many businesses that even noticed or cared that they lost 4 hours of logs.
Right, but we need clowns. I accept any dumpster fire. :D No seriously, I agree with you. I didn’t pay any attention to how severe the issue was and just made a list from recent known issues I’ve heard.
Okay the other person is onto the right path but I think it’s important to understand the underlying reasons for how “backwards compatibility” works on the Xbox.
The 360 used a PowerPC architecture, which at the time was very cost effective at the time. Pretty much most things now use x86, our standard 32-bit and 64-bit CPUs are this architecture. (ARM is another type that we are seeing now).
Now, you cannot run code from one PC architecture to another, even emulated this is a very costly procedure, every call to the CPU, every call has to be translated. Even with emulation this is difficult. (Note how we’re still just now getting 360 emulators).
This is mostly why Microsoft and Sony both said no to backwards compatibility, because there was no simple way to take a disc, pop it in, and play.
So after the massive backlash (which they deserved, but also was understandable their point of view), Microsoft created their backward compatibility program. Essentially what they (or developers, not sure who did it) did, was to literally re-compile each entire game for x86, instead of PowerPC. They would then upload the bits to Microsoft, and that is what you download when playing. The disc you insert is purely for checking that you own it, after that you ignore everything else and download the x86 version which is runnable on your console.
So, it stands that backward compatibility wasn’t feasible, it still isn’t “backward compatible”. They rebuilt everything from the source code to run. A pretty massive effort on Microsoft’s part and the developers just so we could play old games. Hopefully you see too why I don’t blame Sony for not going through all of that, it’s a lot of work.
So to answer your questions:
Digitally downloaded in x86 with the disc as key
No, it is a simple recompile, from the original source code
No, since there is only the PowerPC bits on the disc, there is no way to play the game on a newer x86 cpu without downloading the x86 bits
They work the same, once compiled for x86 it works for all x86 processors. (Caveats in software engineering of course, but in this case you can assume they are the same)
Microsoft went through a ton of effort to get this working, and developers each had to pull up old projects, figure out how to build them again, and did all of this for free. I’m all for hating on Microsoft for a myriad of reasons, but this was a project that had very little profit for them but did the community a huge service. They have my thanks, and Sony has my understanding for why they didn’t do it at the time.
No, since there is only the PowerPC bits on the disc, there is no way to play the game on a newer x86 cpu without downloading the x86 bits
Something worth adding here, if you happen to know, would be if the games still work after download & install while offline. Microsoft’s been rather inconsistent with this over the years (which is part of why Xbox One fell behind PS4 at launch).
I believe so? I think? It’s been a long time. The only thing I could see that would prevent it is if they require a check when launching it, but I remember if you had the disc in that was enough for it before.
You might like Overgrowth, it has a very physics-driven combat system.
The reason games don’t do combat with physics is because they tend to be insanely janky and inconsistent. You wouldn’t want to swing your sword and have it get caught in something then die.
There’s Half Sword, which has a demo and playtest on steam. It’s all physics-based medieval combat. Your guy moves kinda like QWOP, and your arms can be controlled individually. You swing your arms with the mouse while holding a click, as it’ll lock onto the nearest enemy when you do, and kinda like in Zomboid you want to hit them with the tip of your weapon using the most momentum possible in the swing.
There is always a need for those 3, 5 or 10 hour games. Something short and sweet instead of the mindless grind of a live service game. I recommend looking in your backlog for something different every now and then.
The blue demi-human vendor in Marbule. Not the guy at the entrance, the one you want is closer to the tavern, in an alleyway. Ignore the dog fighting arenas in the area. You aren’t high enough level to take on the entirety of The Mob at one time.
Cars in the distance aren’t real. Get a scoped weapon and shoot they don’t react, just fade in and out.
No subway system. I was so hyped to life sim cyberpunk, get on a train like in the promotional material but nope.
Essential the set dressing is a mile wide and an inch deep. Unlike other open world games where I can see someone living a life, instead cars are boring no personality behind the ai, same with crowds.
You wanted to go down; I wanted to go up. I was so annoyed when I finally realized there’s no way up to those amazing skyscraper walkways in the downtown. Those buildings are just blocks with no entrance.
I figured that as you moved up in the world eventually that whole area would become accessible, but it’s just decoration.
I didn’t hate it. Maybe a 6.5/10 game with some cool moments. But it felt like the corners they cut would have been the coolest parts of the game.
Lmao the subway complaint is the dumbest thing ive ever read. The subway was added to the game and it was the most boring shit ever, why would you want to have to walk into a train system and watch a non skippable cutscene just to be able to travel somewhere. Talk about a stupid feature that somehow got latched onto by thousands of bitter basement dwellers who will never be satisfied.
“Mile wide and inch deep” is a great way to put it.
I’m playing through the game right now, and there’s a bunch of small annoyances (like getting stuck on invisible terrain while walking/driving), but I can overlook those. But so many things are lifeless beyond the basic game mechanics.
As an example, I just bought an expensive apartment. I didn’t expect a crazy cutscene or anything, but at least the person I bought it from should have shown some kind of reaction, maybe a short dialogue. But no, nothing. I pressed the button, money was subtracted, and I can enter the elevator. The person I bought it from didn’t even look up.
Compare that to something like Baldurs Gate 3, where even small unlikely interactions have surprising amounts of interactivity. The game oozes life out of every pore.
It’s depressing that this is the final state after so many updates.
I actually really dislike DLSS and FSR. At least to me the upscaling is pretty noticeable (but not the end of the world), but the artifacts that it causes drive me insane. I haven’t tested Onion Ring with it. But for example FH5 I get all sorts of ghost images on my screen and they go away as soon as I turn off DLSS.
Also weirdly on my laptop I got worse performance. I’m assuming that’s because I’m 100% CPU limited and there is a bit of CPU overhead to running DLSS.
You will need games that have crossplay between PC and Xbox One so you can play together across different platforms. Multiple people have suggested Left 4 Dead 2, but that doesn’t have crossplay. Most of the shooters I personally play don’t have it, but there definitely are shooters with crossplay.
Here are my recommendations that have crossplay:
Borderlands 3 — Collect wacky guns, travel the universe, and shoot bad guys together. The previous games in the series don’t have crossplay.
…Yeah, that’s it for crossplay shooters I recommend. For crossplay games that aren’t shooters:
Overcooked! All You Can Eat — Chaotic co-op cooking. Work together to prepare, cook, and serve food in increasingly absurd scenarios: in the middle of the highway, on an iceberg, in a hot air balloon that crashes into a different restaurant.
Ultimate Chicken Horse — Platformer where you build the levels together and then race to the finish. You only score if someone died, so you need to make the level extra dangerous.
Moving Out 2 — Goofy co-op game where your group plays as a ridiculously reckless moving company. Carry furniture from the house and shove or throw it into the truck. No one will notice if you break all the windows.
If everyone is on PC, things will open up a good bunch. Old-school networked games generally still work. You can go FFA deathmatch in your old favourites or in newer arena shooters, like Warsow or Disco Dodgeball.
The Borderlands 1 GOTY Enhanced edition has cross play I believe, and so does Tiny Tina’s Wonderlands, which imo is actually incredibly fun to play. Halo has cross play now, MCC and Infinite.
I believe Sea of Thieves has cross play, but I’m not entirely sure how much mileage they’ll get out of it.
The challenge is that AI for a video game (even one fixed game) is very problem specific and there’s no generalized approach/kit for developing AI for games. So while there’s research showing AI can play games, it’s involved lots of iteration and AI expertise. Thats obviously a large barrier for any video game and that doesn’t even touch the compute requirements.
There’s also the problem of making AI players fun. Too easy and they’re boring, too hard and they’re frustrating. Expert level AI can perform at expert level, which wouldn’t be fun for the average player. Striking the right difficulty balance isn’t easy or obvious.
I wouldn’t mind an AI using unorthodox strategies, but yeah that’s a good point that fine tuning it to be fun is a big challenge. Speaking of “non-player-like behavior”, I wonder if AI could be used to find multiplayer exploits sooner, though the problem there is you don’t really have much training data besides QA and playtesters before a full release.
Historically, AI has found and used exploits. Before OpenAI was known for chatgpt, they did a lot of work in reinforcement learning (often deployed in game-like scenarios). One of the more mainstream training strategies (pioneered at OpenAI) played sonic and would exploit bugs in the game, for example.
The compute used for these strategies are pretty high though. Even crafting a diamond in Minecraft can require playing for hundreds of millions of steps, and even then, AI might not constantly reach their goal. Theres still interesting work in the space, but sadly LLMs have sucked up a lot of the R&D resources.
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