Some games minimize and try to lock your mouse to the game if you alt tab out. Windowed mode makes it pretty much seamless, pain free. No difference I ever found, just easier to alt tab out and check a map, take notes, pause and watch a video.
I never saw a major performance difference, but being able to switch windows without the game possibly crashing is great. Especially in single player games, sometimes you just need to pause and check laundry, or check email. Alt tab and good to go.
That’s the benefit I use it for. Some games force minimize when you tab off and they can crash when you try to tab back to them.
There used to be a noticeable graphics performance boost to an app when in full screen mode, but that was back in Windows 7 days and may not be true any more.
I’m okay with a little chromatic aberration and vignette.
Why? It’s literally something that pro camera tools have added in-software fixes for to remove them. Like - if you’re simulating an old JVC vidicon tube camera and wanting to make something specifically look like an image capture device from a specific time, I get it, but otherwise, it just seems like a way to hide the fact that your graphics aren’t quite hitting the realism mark and you think if you obscure it a bit, players will think it looks more “real.”
I’m very aware, I’ve spent quite a bit of time over the years removing them from photography projects.
For vignette, it accomplishes a lot of the same thing in games as it does in photography in general: it is a subtle focus shifter. For some games - like some photos - I enjoy that little bit of extra emphasis on the center of the screen.
For chromatic abberation, i generally avoid it in photography, but it can be used for effect. I feel like that’s also true to a point in games. Over the top CA feels like trying to watch something without 3d glasses. A little bit on the fringes can give a smidge of retro (and, oddly, futuristic) style for effectively no compute cost. It’s definitely overused though, and I tend to turn it off more often than not.
Agreed on the “shifting focus” part for vignetting specifically - but everything else… outside of specifically tailoring to fit a particular “aesthetic” I think are crutches that are generally used to obscure an overall graphical presentation in order to work in a similar way to how squinting your eyes works.
I agree that highly stylized games like “Bodycam…”
…use things like a specific kind of grain, noise, distortion, aberration, etc. to create a highly appealing visual aesthetic designed to match an actual low-fidelity police body camera, but Battlefield and CoD have much less excuse in my book.
The camera aesthetic stuff only makes sense on things like the AC-130 killstreak in CoD where you’re emulating the on-aircraft cameras actually used in the real deal.
I’m not THAT familiar with the story of RDR2, but I think Rockstar tries to do their best to show that Arthur is a very flawed man who can switch between doing good things to doing bad things in a whim (but also depending on the player’s actions). It makes him feel more human.
The mission I’m describing is unavoidable. I won’t spoil it, but it has serious consequences for both Arthur and the plot. It’s the kind of art that really punches you in the gut.
Tying up clansmen and turning them into red mist on train tracks, feeding them to gators, or just setting them on fire sure never did get old though.
Hell yeah! My first game was a text only java program where you killed skeletons and dragons, gained levels, and movement was done by typing a wasd key then hitting enter lol. You still making games at all?
I mostly made models and textures, I was never a one-person team. I made assets for a number of students in game dev programming and I worked on some gamejams. Quite a few games, but nothing beyond the scope of a limited project. Currently I just don’t have the time in between other things to go back to making assets.
I dunno… Depends on the game. If you make a window wide enough you’d start seeing what’s behind you, and that might not be very fair in certain games lol. It might not be very easy to aim but that can be learned. 😅
Well…
I could also set my own resolution with the config files (rocket league at last at the time allowed it) or I also could set my own resolution in my gpu driver.
So what’s the issue then?
For example, I can’t choose an ultrawide 1080p resolution in Cyberpunk2077.
Any game usually let’s me set the usual values (like 1920x1080, 1280x720, 4:3 resolutions, 16:10 resolutions, etc etc). So why not let me choose the custom resolution of 2560x1080p ???
I’m just saying in certain games setting your custom resolution could be considered cheating.
For example in competitive first person shooters, if you play on a 16:9 monitor, and you set the resolution to be a ratio much, much wider than your monitor, you will see all the way around the player in 360°. This is how graphics projection math works. Or it did when I last dabbled in writing a graphics engine.
So I can understand some games not allowing certain odd ratios and FOVs in combination.
Otherwise I agree, of course we should be able to set a resolution that matches our monitors that we have. 😊👍
I do miss that carefree goofing around. Now I need to design, plan, optimize, etc. I know how to do stuff (mostly), so there less exploration and discovery and more of just work.
But at least stuff I make now is better hah (or at least I hope so)
Oh wow this gave me a wave of nostalgia for my first experience developing games. I took a class in like middle school for game development, and they provided the software Alice for the course.
I fondly remember trying to make a first person, open world sandbox RPG, but if I remember correctly, the engine not being able to create new instances of anything severely limited what I wanted to do. Also, the engine had a ton of floating point precision issues and everything would be rotated in funny ways after the game was running for a long time. And I hated the visual programming and got so frustrated that I couldn’t just type the scripts instead haha… that’s when I switched to GameMaker
Anyway, I was reminded of it because the first enemies in my game were also sword-wielding skeletons just like in the OP screenshots. I appreciate the peak into your past, and I’m thankful for that nostalgia hit :3
Schedule I. I did everything the game has to offer at the present moment but i still go back to spend an ingame day or 2 making silly drug mixes, selling, doing dumb stuff like pickpocketing cops… It’s just pleasant.
Invisible walls. And I’m not saying the ones that are like way up out of the way that you have to nearly use glitches to get to. I’m talking the “walking down a city street and then you’re stopped in the middle of the road for no reason” kind. Like, you put area there that I can see, I want to go there. If you don’t want me to go there at least put something there to indicate it’s the edge of the map.
bin.pol.social
Aktywne