‘optimizations’ and fixes targeting specific games that nvidia does are in the drivers themselves.
what geforce experience does is mess with game config files–and it really isn’t that great at it, either.
gfe is basically just a data gathering and marketing tool. i’ve never seen a point or purpose for the user. it benefits them far more than you, and can mess up your own game settings.
There’s exactly two purposes: auto updates for drivers and a user interface to quickly install and uninstall drivers.
The cons include that there’s annoying banners everywhere, the drivers itself are the same that you’ll find on their website, you need to create an account for Nvidia, and they will harvest you data (most likely).
**Spoiler-free TL;DR: ** It’s more Elden Ring so you already know what to expect. The lower end of scores complain about re-used enemies and overly difficult bosses, but overall reviews are very positive. Two days left!
I always liked the ergonomics of the N64 controller. The recreation of those ergonomics using the Wiimote+nunchuk was one of my favorite things about the Wii lol
The nunchuck was sublime (when it worked), but the ergonomics of the wiimote were ridiculous. Pointing at the screen required an unnatural wrist angle that wasn’t sustainable for long gaming sessions, and trying to turn it horizontal to use as a standard controller was simply ass.
As a counterpoint to most of the cynicism here, this is how the company I now work for formed. Caveats include: the founder had a lot of money because he had previously worked for a big name Internet company when it was a startup, and we spend almost all of our time as contractors for other studios rather than developing in-house IP.
Play what you enjoy. The old games can look better because you skip through to the best ones over the last 50+ years. Many were buggy, had terrible controls or were just boring. You’re probably not wasting your time on those.
Half Life was always about pushing the boundaries of gaming. The first Half Life with their combination of story telling in a 3D shooter environment was absolutely at the sharp end of the field at that time. If you’ve seen the Black Mesa documentary you’ll know why HL2 was such a hit and how it was revolutionary at that time. After that they did some DLC, but Valve wasn’t happy with what they were doing. It wasn’t groundbreaking, it was just creating content for the sake of content. As they didn’t need any more money from creating games, they opted to not create HL3. It wasn’t till VR became more mainstream they again tried to do something at the sharp end of the field, by creating HL Alyx.
I don’t know what would prompt them to ever make a HL3 if such a thing even exists.
It was, devs just realized they don’t have to break the content up into episodes or actually complete the first part they release, and can call it early access instead.
The real problem is that you can’t create content fast enough to reach the cadence that you’d want with episodic content. Even a lot of TV shows have shifted away from predictable scheduling since Valve tried this experiment (and TV, largely, got better since then too).
TOTK overtook BOTW as my favorite because there is just so much to do. It’s one of the things I loved about BOTW, and they somehow managed to cram even more into TOTK.
Before BOTW, Ocarina of Time was my favorite Zelda game.
I think my first was Majora’s Mask (I joined the N64 age late) and I’m the same. I wasn’t even committed to buying “new Zelda” until I saw they were upping the difficulty and having players be more self-reliant, and I loved it. I still can’t categorize the exact mode of fun people associate to “dungeons” compared to wide-open exploration.
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