bin.pol.social

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

FOV slider and option to disable head bob if present. Games with a too narrow FOV and/or head bob are unplayable for tons of people who suffer from motion sickness, and it's such a shame to have so many good games ruined by it.

tal,
@tal@lemmy.today avatar

A couple of points on FOV:

  • High FOV gives you more peripheral vision, which – if you can get used to extremely-high FOVs – is a major advantage in competitive multiplayer FPSes. I know that users used to play with very high FOVs on Quake and the like; I don’t know if that’s a thing today. That’s an argument for constraining FOV in competitive multiplayer environments. Marathon used to incorporate this into the game, have a fisheye powerup that temporarily provided better peripheral vision. So if you want a level playing field for competitive multiplayer games, you cannot let it be changed by players. If you want a level playing field, the only thing you can do is adjust where their head is relative to the display, help them calibrate their head placement.
  • Even for single-player FPSes, it has some degree of impact on difficulty. Having a high FOV will generally make a game easier, since having more peripheral vision is advantageous.
  • Games virtually always use a higher FOV than would be accurate for the real world, based on the distance from the eye to display and the size of the display. In the real world, your monitor or TV screen – if at a sane distance from you – provides a very limited field of vision. Trying to play an FPS through a tiny window into the world like that would be a huge disadvantage. They just try to jack it up to a level where it won’t actually make people sick.
  • The “optimal” FOV will differ on a per-player basis (some people can handle higher FOV without being sick). What would be a physically-accurate FOV also depends on the size of the display and how far away from the display the player is sitting, which the developer does not know and varies on a per-player basis (unless the player is wearing a VR headset).
  • For consoles, I’d argue that this should probably be implemented at a console-wide level, maybe on a per-user basis, since what a user can handle and where their head is relative to the display should be constant across games. Doesn’t make sense to require a player to set it manually on a per-game basis, since they’re just going to have to be setting the same number.
exscape,
@exscape@kbin.social avatar

This is less of an issue in multiplayer games, as they rarely have very narrow FOVs by default. The worst offenders are often console ports and slower first-person games.
FWIW while it's a competitive advantage with high FOV, if there is a slider, it's still fair since everybody can use a higher FOV if they want to.
It's not all advantage though, aiming gets harder (aside from the distortions).

I don't see why it matters at all in single-player. So what if it makes the game easier? Who cares?
The fact that I don't have to stop due to almost vomiting also makes it easier in a way, but I really don't mind.

The fact that the optimal FOV differs on a per-player basis is of course exactly why I want a FOV slider everywhere. I usually prefer about 105 degrees horizontal (in 16:9), while some modern games default in the range 75-85.

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

Great Gianna Sisters on the C64

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

I like how Sony PS5 lets me have subtitles on for all games. I think that’s part of the accessibility features you were talking about.

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

I want decent AA back gdi

Ray tracing isn’t worth how horrible TAA can make some games look, imo. We’re getting close, but it’s been years of this and I’m so tired of choosing between ghosting and jaggies. Or worse, some games that just force the ghosting TAA onto you anyway (cyberpunk you fuck)

Fisch,
@Fisch@lemmy.ml avatar

I agree with you on the TAA part but what does that have to do with ray tracing?

gamermanh,

RT being a thing + deferred rendering for larger and more complex scenes pcaused rendering engines to change in ways that make AA work less good

Things like MSAA are now basically worthless due to these rendering changes, leading to TAA proliferation as it’s the best AA for it’s cost in modern engines

Fisch,
@Fisch@lemmy.ml avatar

MSAA is pretty old at this point and the reason it doesn’t work well anymore is also because there’s now a lot of details in games that doesn’t require more geometry and that’s a good thing. That’s why we now have AA that doesn’t rely on the actual geometry. TAA isn’t the only one though, my favorite is SMAA and FXAA is honestly not bad either (even though it seems to depend a lot on the implementation). Both of these don’t have ghosting and they detect edges that aren’t actual geometry.

gamermanh,

Yeah, I’m aware MSAA is old but I’m comparing current AA to that because it was an output that matches what I want from games now in looks, if that makes sense

Those games that allow SMAA or FXAA I will 100% use one of those options, even if the implementation is hot dogshit (I seriously hate ghosting), but so many games either force TAA (again, fucking cyberpunk) or only offer TAA or nothing (or TAA and upscaling, which works but isn’t a great solution, imo)

I wish I didn’t notice this shit, my wife thinks I’m insane for being bothered by them and I’m so jealous of her for it

Fisch,
@Fisch@lemmy.ml avatar

I 100% agree with this. Worst example was Subnautica, I thought motion blur was turned on but it was just TAA.

Rentlar, (edited ) do gaming w Well, Cities: Skylines 2 is here, and it's another broken game release.

If I wanted a mature, well-performing city-building game experience I’ll play Cities: Skylines 1.

From the reviews on that page, it sounds like Colossal Order delivered on the features it promised, but has lots of performance optimization left to do. By the sounds of it, on my laptop I’ll probably get 20fps and occasional stuttering on my gaming laptop by 10k population. I will see whether it is playable for my standards once it officially releases. I’d probably expect many game updates addressing performance and bugs in the first 6 months of release.

The demand and happiness mechanics are fundamentally different so it’s important not to try to play it like CS1 and expect the same results.

I’ve been looking forward to this game for months. Can’t wait for Tuesday, I’m theirs to disappoint.

E: corrected developer

nix,

Paradox is just the publisher on this one, Colossal Order is the dev.

Rentlar,

Ah you’re right… I’ll fix that

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

3D audio or HTRF or whatever the right term is. Being able to hear what direction a sound comes from makes the game sound so much better. It also kind of sounds clearer imo because you can actually discern the individual sounds and they don’t get “mushed” together.

HalJor,
@HalJor@beehaw.org avatar

I’ve never heard any difference among the 3D audio settings. Even with Pulse headsets on PS5, which are allegedly designed for this sort of thing, all of the settings sound exactly the same.

Fisch,
@Fisch@lemmy.ml avatar

I heard a big difference when I installed the 3D audio mod for Skyrim

1simpletailer, do gaming w Well, Cities: Skylines 2 is here, and it's another broken game release.
@1simpletailer@startrek.website avatar

Between this and Star Trek: Infinite seems like Paradox’s new MO is to set unreasonable deadlines and rush games to release. You should basically consider all their games early access at this point, except they’ll charge you for updates. They’ve learned that a buggy half-baked release wont effect their sales, and they can just patch the game and crank out new features as dlc.

hiddengoat,

Find me a performance patch in any Paradox game that requires you to buy a fucking DLC to apply.

Or maybe just quit bullshitting.

FFS, we're talking about a relatively small developer/publisher that continually supports and develops most of their games for the better part of a decade (or more, like EU IV). I thought this shit is what people wanted but what it seems most gamers want is just any excuse to fucking whine.

1simpletailer, (edited )
@1simpletailer@startrek.website avatar

Way to completely misread my post there bud. Its not about the dlc, its about Pdox (who isn’t exactly a small indie publisher anymore) rushing buggy, feature-bare games to release with the intent of abusing their dlc-centric business model. FFS I guess wanting a game that’s complete and works on release is whining.

algorithmae,

“they can just patch the game and crank out new features as dlc” does not have the same meaning as “buy a fucking DLC to apply a performance patch”

lern2reed

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

Can’t believe no one has said Risk of Rain 2 here yet. Amazing music, masterful composition

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

Deus Ex

System Shock 2

Hotline Miami 1 & 2

Telltales Sam & Max games

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

Just gonna list a few.

Xenoblade Chronicles (1 & X): haven’t gotten around to the others yet.

Final Fantasy XIV & XVI: Soken is a god

Mass Effect

Legend of Dragoon

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

I enjoyed the AC: Valhalla Soundtrack much more than the game itself

SeabassDan, (edited ) do games w What's your favorite game through the ears of Original Soundtrack?

Might be nostalgia, but Super Mario 64 and Ocarina of Time, specifically because of Dire Dire Docks and the Gerudo Valley theme.

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

i agree with you and i also think all games should have optional subtitles

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

Ragnarok Online. I love you, SoundTEMP.

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

Here’s a really small and easy to fix pet peeve of mine: graphics options that cycle through the levels of fidelity with inconsistent scales. I like to set my graphics to max, try it out, and then adjust down where needed. It’s very annoying if a game doesn’t stop where the max option is, so if it’s currently at “High” I have no idea if the next option to the right is going to be “Very High” or “Low” again. So I often end up overshooting the highest setting and having to go back one, or purposefully going to the lowest setting and then one further.

nekusoul,
@nekusoul@lemmy.nekusoul.de avatar

Yup. Ideally there should always some kind of indicator, like a bar, that lets you easily see how many steps there are and which one is selected.

Also: If there are graphics presets available, if there’s one that’s called “highest” or “max” then that should actually crank everything to the highest possible setting.

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

that should actually crank everything to the highest possible setting.

While I can understand where you’re coming from, one thing I wonder about – I think that a lot of people want to use the max setting and expect it to work. It’s not unreasonable for a developer to choose ranges such that a max setting doesn’t run reasonably on any current hardware, as doing that may provide for scalability on future hardware. Like, it’s easy for me to make a game that can scale up to future hardware – e.g. try to keep more textures loaded in VRAM than exists on any hardware today, or have shadow resolutions that simply cannot be computed by existing hardware in a reasonable amount of time. But maybe in five years, the hardware can handle it.

If a game developer has the highest-quality across-the-board quality setting not work on any existing system, then I think that you’re going to wind up with people who buy a fancy PC, choose the “max” setting, and then complain “this game isn’t optimized, as I bought expensive hardware and it runs poorly on Ultra/Max/whatever mode”.

But if the game developer doesn’t let the settings go higher, then they’re hamstringing people who might be using the software five or ten years down the line.

I think that one might need a “maximum reasonable on existing hardware” setting or something like that.

I’ve occasionally seen “Insane” with a recommendation that effectively means something like that, “this doesn’t run on any existing hardware well, but down the line, it might”. But I suspect that there are people who are still going to choose that setting and be unhappy if it doesn’t perform well.

jjjalljs,

Maybe they should come up with better names because people aren’t going to get better about this. Instead of high graphics, call it “16vram mode” or something.

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