Kinda wild they’ve now done this for nearly every game in their portfolio though. We have multiple flavors of World of Warcraft Classic, Hearthstone had a Classic mode for about a year, D2R is basically Diablo Classic, now there’s gonna be Overwatch Classic. I guess we just need a Heroes of the Storm Classic and a remake of Brood War to complete the set.
If I understand it correctly from the reddit post, this was a popular mod, that you could get directly in-game, so probably available through the Steam Workshop or something. In that case you assume everything is fine and don’t really check out, if there’s something wrong.
This mod had some clever tricks to avoid detection from Antivir scanner. Not sure how deep and complex the Steam Workshop antivir scanner goes (if any). Hard to say if they would have found and prevented it. However, all antivir and other scanner software learned from this and now every malware using this technique could be detected instantly. At least in theory.
Origins tends to be the “forgotten” title in the Arkham series since it wasn’t developed by the same studio and doesn’t feature many of the iconic characters/villains of the others (just Penguin, Deathstroke, Riddler and Joker), but IMO it’s still a very good game that can be held up with the others in the series and can introduce players to a variety of other members of Batman’s rogues gallery they may have not heard of before.
This is probably one of the best game series ever made. Probably the best Batman game series ever, too.
Each sequel adds new things without changing the core formula too much, each sequel is a bit bigger than the last game, and each sequel is just “more of what you love” about the Arkham games. Imo it’s everything a game and its sequels should be.
His videos used to be pretty good, but his RE4 "comparison" one was pretty much 40 minutes of strawman arguments from someone that hates change. I'm not hopeful at all for this video here considering DRDR turned out really good as well.
I’ve used RT in various games, and for some, it makes a positive difference in the experience (gameplay only, not fps) and for others, the difference is unnoticeable or even negative.
Nvidia is still the RT king, but it’s not like classic lighting techniques are bad, either. I’d give up my RTX 3060ti for a 6700XT in a heartbeat to have better Linux compatibility.
I get where you are coming from, but as someone who has been interested in ray tracing since the early 2000s, ever since I saw the amazing ray tracing demo heaven seven rendered in real-time (although not at a particularly high frame rate) by my trusty 1.3 GHz Athlon T-Bird, there has been no denying that this is the future of 3D graphics, just as much as the more recent invention of upscaling technology. It enables not just the biggest generational leap in visuals seen in decades, but also makes it far easier for developers to light their games, removing many of the clunky and labor-intensive workflows that are required to make conventional rasterized graphics look good.
If the above paragraph didn’t bore you to death, try Quake II RTX. It’s fully path-traced, but because it’s essentially a shiny coat of paint on a game from the 1990s, hardware requirements are surprisingly modest (it even ran on my old GTX 1080, albeit it at a very low upscaled resolution). Despite the simple geometric detail and ancient animations, it looks absolutely stunning thanks to realistic lighting and new surfaces. Screenshots are not doing it justice - it almost feels real when you play it, particularly outside sections in direct sunlight.
If you don’t own Quake II on Steam, you get the three levels from the old shareware version, which are more than enough to get an idea of the true potential of this technology. If you do, you can play the entire game with ray tracing. Note that this is not the same as the recent extensive remaster of the game by Nightdive Studios, which uses a conventional renderer, but makes far more substantial modifications to assets and level design (and includes lots of bonus features). Both remasters are awesome in their own different ways.
Your card can also handle some newer games with ray tracing. Control is an obvious candidate. It’s old enough to have reasonable hardware requirements even with RT on, but it was also designed from the ground up as a showcase for this technology. Medium RT at 1080p should get you close to 60 fps in this game. The other game you might want to try is Metro Exodus Enhanced Edition, which is both visually stunning and incredibly well-optimized. You should get a locked 60fps at 1080p in this game - and even 1440p is possible. It’s night and day compared to the regular version of the game.
I think the spirit of what I was trying to get at comes down to the idea that RT is important for some and not for others. I’ve seen and played some games that look bad with raytracing, though I’d say on the whole it’s been positive.
Like other techniques, it comes down to intentional design choices. Where to place light sources, how strong they should be, what kind of surface radiance looks good aesthetically versus how well it functions to light the scene are all factors to consider.
I think until it becomes a requirement, there’s space for everyone’s tastes.
It’s the same experience, imo. On mobile, you can drag and drop the cards into a buy/sell/use section; on the steam deck, there are Xbox control indicators to buy/sell/use/select. I haven’t noticed any other differences. Google play keeps a save file in the cloud, like steam.
Edit: my bad, on Mobile, seeing the tags at the bottom of the Select Blind window is a PAIN because, to see its description, you have to press and holto read it, then slide your finger away to be sure you don’t select it. The tag icon is small. If you release your finger while over the tag icon, the tag is selected.
A Tag is a bonus you can get if you choose to skip a Blind (which is a term for one round of playing your cards). It’s usually more profitable to play the Blind than pick the tag.
I have it on both and they’re pretty much identical. Having buttons available can be sorta nice for specific actions, but on the other hand a phone is easier to carry around. Both are great with minor pros and cons.
Like the others have said, it’s pretty much identical. What makes it perfect on mobile (imo) is dragging the cards feels more natural (especially being a board gamer).
I prefer to play it on mobile (pirated it to try it out) but I bought it on Steam. As much as I like the mobile version I really don’t want to kill my battery.
sounds about right from my personal experience. 40% of devs actually go out of their way to carefully design the lighting around it, and tweak lighting resolutions to get acceptable frame rates. the other 60% throw it in for marketing.
Edit: alright i have watched this video more and have more detailed thoughts. Many are pointing out that HUB used somewhat cherry-picked samples in this case, and they have a history of presenting RT in an unfavorable light (no pun intended). Now that I am thinking about it, I can see that a few of their samples are cases where the RT lighting produces softer, more realistic shadows or reflections, but Steve says the non-RT image looks better because the shadows or reflections look “sharper”. Idk, they weren’t that egregious, but it does give a weird vibe.
Regardless, I hope people don’t look at this and go “wow I guess RT is pointless then!”. The title of the vid suggests that we’ve had 6 years of RT with little to show for it, but I think I disagree. Part of the problem is that AAA game dev times are LOOOOONG, and devs are using engines from before the RT renaissance that they are comfortable with using. Accordingly, they stick with lighting techniques that they are familiar with, rather than trying to learn a new workflow. Combine that with the fact that the majority of gamers are still using last-gen consoles or 1080ti’s, and so devs have to use the old method of lighting to ensure that they can reach a viable audience. In that case, RT is a bonus feature that requires extra work on top of building the pre-baked lighting model.
We’re starting to see more UE5 games with “software” RT from Lumen, and these look great and can run smoothly on current-gen consoles. But even if the difference can be hard to see, the point is that RT lighting lets devs automate lighting in a lot of cases where previously they had to hand-place every lighting source. So moving to an RT future will mean that dev costs will go down, and smaller teams will be able to produce more visually-stunning games. It’s just that we’re in this weird limbo right now, where devs don’t want to go to only RT because a majority of gamers won’t be able to play the game, but gamers don’t want to get next-gen consoles because to their eyes, the graphics look basically the same. And of course they do, because devs are destroying themselves to make the pre-baked lighting look almost as good as RT.
youtu.be
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