bin.pol.social

Schaedelbach, do games w Just an observation on game engines

I always wondered on what engine the first Xenoblade Chronicles is running. Absolutely massive beautiful landscapes and it runs absolutely smooth even on the 3Ds! No pop ins either!

ioney,

they made a totally new and optimized engine for those games

The most difficult part of the development was getting the game’s scale to work within the new hardware. This entailed the creation of a new graphics engine with a custom visibility culling and complex level of detail systems. All of the environments were rebuilt and optimized for the new system while keeping the original aesthetic intact.

https://en.wikipedia.org/wiki/Xenoblade_Chronicles_(video_game)

Ashen44, do gaming w When was a game's price worth it to you?

I only purchase full price games under one of 2 conditions. Either it’s a series that I deeply love and know for certain will always put out quality games (Zelda, Mario, Monster Hunter) or it’s a game that is extremely well reviewed and doesn’t go on sale (factorio, other Nintendo games)

As for whether I believe a game I’ve purchased was worth it, I don’t equate hours invested to price worthiness, but rather my overall enjoyment. I’ve put too many hours into games I regret ever buying (Ark) and played some games that were far too short but I would’ve paid double for (Outer Wilds). Rather, I believe it’s how much the game affects you when you come out of it. Ark was a frustrating, grindy experience, but Outer Wilds literally changed who I am as a person. When I play something like Sonic Frontiers I come out in awe, and giddy with how much excitement that game gave me, but when I play something like Elder Scrolls Online, I don’t dislike it but I don’t feel anything special. Frontiers was absolutely a worthy purchase but ESO was not, because one really affected me and the other, even though I wouldn’t call it a bad game, just didn’t really do anything to me.

tal,
@tal@lemmy.today avatar

Either it’s a series that I deeply love and know for certain will always put out quality games

Just about every lengthy series I’ve seen has had some lemons (which is why I really think that the practice of preordering is a terrible idea).

Zelda

www.youtube.com/watch?v=iPn3LIe2e3w

Ashen44,

Oh of course I never pre-order, but Zelda and Mario have not had any bad main games in the past decade so I don’t feel worried about buying them on release.

Butterbee, do gaming w When was a game's price worth it to you?
!deleted4292 avatar

A certain number of hours reached is a fairly easy metric to use and it works great for a lot of games. But let me tell you about Senua’s Sacrifice… that game is short. It was only $20 or something and 8 hours to play through. But it made me ugly cry at the ending. It was so emotionally charged I just sobbed for the girl. That was definitely worth the price.

Poopfeast420, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?

I’ve been playing a bunch of CRPGs the last couple of months (BG3, BG1 Enhanced, Pillars 1, Divinity 2, Pathfinder Kingmaker currently) and games like this need keywords highlighted in texts and tooltips. Some of the newer ones do this a bit already, but it’s pretty inconsistent and not enough in my experience.

BG3 could use some lore popups, so you can learn more about the world, the gods, races, etc. Also, even some really basic mechanics could use it, if you just have very little experience. What does Save or Saving Throw mean exactly, which stat matters for specific spells, etc.

Pathfinder does the lore popups already and some stats get an explanation, but not nearly enough for me as a complete newcomer to the system.

shrugal,

I like the way Age of Wonders 4 does it: Keywords in tooltips are highlighted, and you can hover over them to get another tooltip with an explanation and more highlighted keywords to hover over. This means you can easily explore the basic mechanics right there in the tooltips.

Lojcs, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?

Stopping rendering / game logic / music if you alt tab. And resource management overall. It grinds my gears when games use resources even when there’s nothing happening. (Civ6 for instance constantly uses absurd amounts of cpu just for idling in game and doesn’t use any more when calculating so turns.)

tal, (edited )
@tal@lemmy.today avatar

The question of pause-a-game-when-not-focused is a big question for me. I don’t know if there’s a perfect answer, though I’d at least like a toggle.

I run a Linux environment, with multiple workspaces. I can switch between workspaces by whacking a key combination. So I really, really frequently am swapping between them, even when playing games.

I totally understand how some people might want a game to auto-pause when they switch away from it. I remember once seeing a video recording of some guy who was handling support calls. He was playing video games in between calls, and every time a call came in, he would switch over to his support software and do work. Now, setting aside the question of whether his manager was okay with that, that’s a very legitimate use case where you’d want a game to auto-pause on switch. Otherwise, you have to manually pause and then switch.

On the other hand, I often want to switch away when the game is doing something time-consuming. Starfield can take a while to do a rest, and I’ll often be looking at something on another workspace while resting. I definitely don’t want the game to pause then, else I just have to sit there staring at a screen with a progress bar moving. Same thing with turn-based games that have an AI phase, where the AI is computing something. If a game has any moments with downtime, I’d like to be able to run it in the background without it pausing. It’s really annoying when a game developer tries to “helpfully” auto-pause the game, when I don’t want that. I’d be fine with that as a default, but if there’s no toggle, it’s really irritating (Starfield does have a toggle, albeit one hidden in a config file and without a UI widget for it).

On idles, I agree. Especially for turn-based games like Civilization, it’d be nice to at least have the option to forego idle animations, which would be a big battery usage saver for laptops. The only thing it should need to do, even in the foreground, if you’re not pushing buttons, is be playing music.

I don’t know if you’ve ever seen Unciv, but it’s a full open-source reimplementation of Civilization 5 for Android and desktop OSes, using simple graphics. It really does drive home how much graphical fluff there is in the series – not that that’s necessarily bad, but it really is not necessary to play the game. And for a lot of people, it’d be nice to have battery-friendly games.

vrighter,

there is no such thing as “idling” in a game, when viewed through the lens of software engineering. Even if you aren’t giving the game any new inputs, the game is still doing the work of rendering the screen. Calculating a turn is actually only a small part of the process.

Lojcs, (edited )

Calculating a turn is the most intensive part of the process. I don’t expect it to use no cpu. But Civ6 has no right to use similar cpu power to stelarris running at max speed while just rendering grass. And considering that it continues to use that even if its paused and minimized, I think it’s pretty clear that they just don’t care about power consumption.

saigot,

I generally want the opposite. If I alt tab while waiting for a long operation I want it to keep going while I’m tabbed out, and I especially want the music to continue so I don’t forget I have the game running

itsralC, do games w What's your favorite game through the ears of Original Soundtrack?

I’m surprised no one has said Undertale yet, so I will.

farcaller, do games w What's your favorite game through the ears of Original Soundtrack?

Unreal Tournament and Deus Ex both come to mind. Alexander Brandon was involved in both and his work is absolutely amazing.

If we talk specific singles, though, it’s Morrowind (Nerevar Rising), Control (Take Control), and, recently, Baldur’s Gate 3 (Raphael’s Final Act). Morrowind’s tune is so ingrained in my mind that it’s my to-go whenever I get my hands on a keyboard.

tuckerm,

Great choices there! the Unreal Tournament and Morrowind soundtracks have been stuck in my head for a long time now. UT in particular -- I listen to the full album about once a week while I'm working.

I never played Deus Ex when it came out, so I don't have the nostalgic attachment for that one, but I just discovered this a few days ago: https://alexanderbrandon.bandcamp.com/album/conspiravision-deus-ex-remixed. I bought it and am giving it a full listen today. Highly recommended; probably that much better if you're a fan of the game.

shiveyarbles, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?

I’d like to see leaning around corners for strategic shooters. I think rainbow six used to have this, I know the original system shock had it.

bipmi,

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

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

I’d rather not have loading screens at all, but if you need them, I’d kind of like a progress bar, rather then just watching some animated doohicky telling me that hopefully the game hasn’t frozen.

I would imagine that it’s probably possible to, if the game emits checkpoints (“loading terrain”, “loading textures”), etc, to record the timestamps for each of those and then, when it emits the same checkpoints next time through, to be able to estimate how far it is through the process.

ampersandrew,
@ampersandrew@kbin.social avatar

Estimating loading progress is one of the most hilariously difficult problems to solve in coding video games, to this day, unfortunately.

tal,
@tal@lemmy.today avatar

I provided one technical approach above.

ampersandrew,
@ampersandrew@kbin.social avatar

It's always more complicated than that. Perhaps each load is very distinct from the last, which wouldn't be uncommon in open world games, and it means you're always doing that load "the first time"; perhaps it's dependent on something like a random seed or network connectivity, which are both extremely variable; perhaps you add new content or DLC regularly that throws off this calculation. All that for a return on development time invested that's probably not worth the effort. It is worth it to show progress to confirm that the system hasn't locked up, and consoles often have certain thresholds to meet for this sort of thing in certification, but beyond that, it's just an extremely difficult thing to do, even for Microsoft.

tal,
@tal@lemmy.today avatar

and it means you’re always doing that load “the first time”

So keep the checkpoint list for each world.

perhaps you add new content or DLC regularly that throws off this calculation

If it uses the last checkpoint times, then it should adapt to that.

All that for a return on development time invested that’s probably not worth the effort. It is worth it to show progress to confirm that the system hasn’t locked up

I think that we’re going to have to disagree. I would like to have a progress bar.

ampersandrew,
@ampersandrew@kbin.social avatar

A lot of games don't even have checkpoints, and there are a lot of things that could affect load times very differently. I get that you want this to work well, because we all do, but if it was as easy as your high-level explanation, we'd probably have perfect progress bars in things by now. People far more educated than you or I have tried.

tal,
@tal@lemmy.today avatar

A lot of games don’t even have checkpoints

The checkpoint I’ve described has nothing to do with “game checkpoints”, where the game saves. This is going to be a checkpoint in the loading process.

People far more educated than you or I have tried.

Let’s pretend for a moment that you aren’t just making an unfounded assertion. Give me a list of names.

ampersandrew,
@ampersandrew@kbin.social avatar

I have coded a load screen progress bar before, in the one commercially-released game I worked on (I will not be disclosing), using my own defined checkpoints, like you mentioned. There's still a ton of variability even there, so some percentages seem to take longer than others on different computers. I did research before starting on the task and found the same thing echoed over all the place. Here's an example.

tal,
@tal@lemmy.today avatar

Which is why my above suggestion is adaptive to individual computers.

I got exasperated when I ripped out a “fake” progress bar in a commercial product – not a game – that another dev had previously added that I was working on and put in a real one. I don’t agree that this is some insumountable problem.

vrighter,

quick, how fast can you load 1GiB of data?

on an ssd, on an hdd

as one big file or as 1000 tiny files (defragmented and packed vs all over the place, for hdds)

on a freshly booted up system? Loading for a 2nd time on a pc with a fuckton of ram, so all data is still in the fs cache.

Someone who actually loads all data into a memdisk?

It’s just not possible to accurately predict. There are way too many factors.

gk99, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
  • LET ME TURN OFF THE CLAUSTROPHOBIC VIGNETTE, PLEEEAAASSEEEE. Even games like Cyberpunk 2077 that have gained countless features over the years and have individual HUD on/off switches still ignore this.
  • UGC as a whole. I grew up on Half-Life mods, custom Counter-Strike: Source maps, and LittleBigPlanet. The fact that we’ve pretty much abandoned that outside of Halo, Counter-Strike (just barely, mind you), and more recently Fortnite with proper Unreal Engine support is a terrible thing. It makes more sense than ever in an era of live service where you want players to never stop playing.
ConstableJelly,

What’s a claustrophobic vignette?

conciselyverbose, (edited )

Vignetting is the darkening in a circle pattern at the edge of a photograph/movie caused by the fact that the lens is round and the film/sensor are square.

My guess is that he's referring to games using a similar effect (some do it with blur, too) extremely heavily on a large portion of the edge of the screen to create a tunnel vision effect in some contexts. I couldn't name which games do it, but I've seen it on sprint, stamina depletion, and low health in different games.

ConstableJelly,

I know exactly what you’re referring to, thanks for the examples!

tal,
@tal@lemmy.today avatar

I always thought that it was intended to either simulate an old television or to make a scene look scarier, but looking at the wiki page I’ve linked to, it looks like there are a number of stylistic uses.

tal,
@tal@lemmy.today avatar

The parent is just saying that he finds it to be claustrophobic.

en.wikipedia.org/wiki/Vignetting

It’s a visual effect where the center of the screen is slightly-lighter than the edges.

I very often see an option to toggle them in video game graphic settings, so I expect that some people don’t like it.

ConstableJelly,

Ah thanks. I looked at vignette on Wikipedia; looks like “vignetting” is a separate entry 🤷.

saigot,

I think companies are more hesitant about ugc these days because of all the extra moderation required.

For instance someone made a sexual assault simulator as a custom overwatch map, and it made headlines, which is extra harmful for a company that is trying to recover from all the SA accusations.

pirrrrrrrr, do games w Super Mario Bros. Wonder - Review Thread - (92/100 OpenCritic)

I played the demo at PAX Aus.

It was terribly bland. It’s pretty, and immaculately coded from a character control point of view as always. Difficulty is much much lower than I expected, and failure did not feel possible at any point.

It’s fun and not a bad game, just gets boring fast, like a Kirby game where you can’t really run out of lives.

Platforming segments are solid as always in their design.

6.5/10

wccrawford,

I’ve played it for a bit, and I enjoy it in short bursts, and then I get tired of it. Maybe 2-3 levels, max, at a time. But I do keep going back and enjoying it again, so…

JadenSmith,

This has been how the latest Mario games have felt to me, even that New Super Mario thing they were doing.

They’ve stripped everything out of Mario that made it fun, gameplay wise, for something that just looks ‘pretty’. These games feel more like tech demos than how I felt growing up with Mario games, and I truly and honestly feel that way. This trailer just looks like the same deal, and you’ve confirmed it for me thanks. Such a shame tbh.

GiovaMC,

Had the same feeling with this final release.

Dyskolos, do games w Tom Clancy Ghosh Recon Wildlands vs Breakpoint

Wildlands. Breakpoint isn’t crap, but Wildlands is just superior. It got more soul at least. BP seemed like a rushed “it worked, let’s do it again!”. From a mostly single-player PoV

pikasaurX4, do games w Super Mario Bros. Wonder - Review Thread - (92/100 OpenCritic)

I’ve been pretty psyched for this as someone who consumes a lot of 2D Mario content including Mario Maker and SMW ROM hacks. Glad to see basically everyone saying it feels solid

However, this quote from Digital Spy,

Instead, Wonder’s strongest moments are when it takes a breather, taking the time to set the scene while letting the platforming do the talking.

Is something I was kinda worried about as well. The wonder effects that were shown seem cool, but I really want the platforming to take the lead role. SMW ROM hacks show us that pure platforming can still be creative as hell. I wonder how SMBW will stack up to the likes of, say, GPW3

LethargyTheGhost,

Or more mainstream, Mario Maker also shows that

rhythmisaprancer, do games w What game did you find in a bargain bin that turned out to be awesome? For me it was Z by Bitmap Brothers which I got at Zellers for $0.47
@rhythmisaprancer@kbin.social avatar

I don't remember the price, and Mom almost certainly paid for it, but Faxanadu. First game I ever beat, got an emulator and sought it out on a rom when those came out, and most recently played it at an arcade that had a bunch of older games loaded onto a "TV" with real controllers. Hadn't used that kind of controller for a long time.

VinesNFluff, do gaming w Do you prefer playing with Keyboard or controller more, and for what type of games?
@VinesNFluff@pawb.social avatar

Depends on how much shooting is involved.

Mouse aim trumps controller aim after all. But for games that aren’t shooting-focussed I favour controllers because I can flop back.

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