Switch’s operating system is based on the OS from 3DS. The ARM architecture was already well documented and emulated. Tegra has documentation from NVidia.
With all that, making a Switch emulator was relatively “easy”. They took Citra, the 3DS emulator, and worked from there.
Xbox 360 is a different beast. Even its OS was only kinda Windows, so they couldn’t just take Wine and a PowerPC emulator and call it a day. Taking long is IMO not much of a surprise because of that.
IIRC the original Xbox has even worse emulation, to this day, despite being infamously close to a stock PC.
What makes RDR’s emulation struggles noteworthy is that it’s a highly desirable game that still took ages to unfuck. Most nightmare cases for emulators seem to be random D-list titles. Pinball Fantasies on Game Boy had incomprehensible crashes, early and reliably, for no discernible reason. True Crime New York on Gamecube was a white whale for Dolphin despite being absolute garbage.
RDR was a huge deal for its own sake - and it ran bad, looked worse, and stayed that way for a while. Back in the day it was common for emulators to only work properly for big-name games. NESticle and SNES9X absolutely cheated to run major titles. Early N64 development was nothing but. So having this killer app refuse to work, year after year, was a lingering presence in people’s minds.
Finally getting it working, only to have a nearly painless alternative drop, is pretty goddang funny.
Aside from poorly documented hardware, one reason why Xbox emulation is in such an early state was simply lack of interest. The Xbox had a meager first-party library and what exclusives there were, were already available to play on every Xbox released ever since via back compat.
I think a more tragic case would be if MGS4 was ever re-released as part of the Master Collection ports. That game was designed from the ground up for PS3, and runs terrible even on the custom RPCS3 builds designed specifically for it.
I mean even then, its odd but I don't see a problem if modders aren't selling the mod as a "expansion" to users. Ai voices are iffy but they can bring so much cool things to the modding scene. The biggest problem is when large corporations like Rockstar/Take two/etc start using them to replace actual voice actors. A modder isn't going to have the money to pay an A list voice actor to voice act in their mod
Edit: I do think it does cross a bit of a line if said mod is a sex mod but realistically that isn't a logical difference between that and a normal mod but it does feel like its crossing a line.
I'm in other topics arguing that training on copyrighted content is not infringement in any way, but I think using someone's likeness is different and probably not legal, because there are separate laws there.
You can usually get away with it if you have deniability, but I don't think straight up adding lines to characters gives you any way to argue that.
Its iffy isn't it? Like we have to remember video game mods are a whole can of worms and they are plainly in a gray area for many regions. Say for instance you have a mod where you have a party member who was modded in who was something like John Wick, Indiana Jones, Princess Leia, Luke Skywalker, Macho man Randy Savage, etc. Some of these mods would likely rip audio from other source material or they can be impersonation but you are taking someone's "likeness" in a similar fashion. Is it just a step too far because we are copying a voice? I'm 100% for modding but we have to be aware it is on pretty shakey ground. Its also hard since some voice actors do have a ton of range and would it really count as "stealing" someone's likeness if you are copying a voice of a character they have played but you aren't copying their regular speaking voice
I understand why people fear AI but I just think when its being used by hobbyists its a bit different compared to a company doing it especially when the hobbyist isn't doing it for commercial gain. Like the recent outrage about a fan animation of scooby doo using AI voices where an actual voice actor sent a hate mob and trying to blacklist the person for daring to have a shoestring budget and make a silly non serious fan episode of scooby doo.
Edit: It seems crazy to see someone dismiss a person's hard work just because 1 element isn't up to snuff. I don't agree with people hating the concept of "AI art" but this person did a full 10 minute 3d rendered retro style felt/puppet animation but the voice acting is the massive hang up and seeing their work dismisses because of it is infuriating.
If they are not making money on the mod, it’s possible you might be able to get away under a fair use argument, especially if the character skills were some sort of parody.
Although that’s definitely not a legal battle I would want against Disney’s lawyers.
That is quite the fucking interesting take. I guess props for being consistent but those style of mods are typically seen as one of the best type of mods. Massive overhauls that bring one game into another universe take a ton of work and have worked as a basis to work from. Hell Total Warhammer may not have existed without the Call of Warhammer from Medieval 2. I just fundamentally think the world is a far better place when fans who aren't making money can work on projects that would never get the go ahead to continue in a commercial setting.
Two games I was looking forward to, both launching on the same day. One has Denuvo (civ 7), the other has not (KCD2). Guess which one I’m going to be playing.
Oh fuck that mod abuse cunt and his blog spam here and on Reddit. He left Lemmy because he got caught abusing his powers, not realizing that the modlogs are public. He's spamming his garbage site with alt accounts everywhere.
Anyway... Denuvo runs fine through Proton, so I don't see why they couldn't funnel that through even if the game itself runs natively. Or Denuvo gets a proper Linux port. Either way, a purchase is still a support of Denuvo even if they somehow exclude Linux, which would be a weird move.
I have never in my 20 years of gaming not had to make some sacrifices even with new hardware. The only time I can max out all sliders is when a game is already 5 or more years old.
Yup even if you get top of the line everything PC games usually aren’t meant to be maxed out settings at launch. A high resolution really takes a toll on the hardware too. Of course not every game is like this but for the most part they don’t want the games to look outdated after two years. It’s always fun revisiting games after a PC upgrade because of this. Though since even the devs or publisher said that they didn’t hit performance targets this is noticably worse performance, least from all the articles I’ve seen. I enjoyed the first city skylines except the traffic so am looking forward to buying when it gets optimized.
The original cities skylines had atrocious performance after a certain city size as well, especially on hardware available at launch. Hopefully they can deliver on better performance over the next few months, I expect it to improve before they do their console release.
This is a good take. If I can play, maybe high settings, on my 1440p monitor I’ll be happy. I don’t need ultra day one. I’m excited for a refreshed city builder, I have hundreds of hours in the first one and I’m excited to see the improvements.
Yeah, I’ve always had hardware that’s a step or two below top of the line for its generation. I had to go through two upgrade cycles before I could max out Far Cry. I had to buy more RAM to turn up the draw distance in Mafia. Hell, I remember my computer chugging when I built too many units in C&C Tiberian Sun…
there’s absolutely nothing wrong with allowing the engine to run with settings current hardware can’t handle
Sure, there’s nothing inherently wrong with that, but if you want your product to sell and be successful, the period shortly after release date is where most of your sales will happen. If nobody can run your game at that time, you could lose 90% of the lifetime sales you’re likely to make. It would make more sense to release a slightly pared-down version of the game that actually runs well now and improve it in the short-to-medium term with updates. Or, alternatively, release it when it can actually run well on commonly-used hardware.
Being a weirdo now: Memmy keeps crashing when I click on the post we’ve been talking in. But I’ll discord you because I love the vibe you…
…vibe?
Anyway please respond to something I do or exist posting if I forget, I would love to talk to someone who had similar formative experiences I had and you seem like a cool person.
It’s not going to be worse than KSP2. KSP2 launched with game breaking bugs and all of the new features missing (and some of the old ones) as well as bad performance on ALL graphic settings no matter the specs. CS2 has features that differ it from the first game and the performance issues (allegedly) can be fixed by turning settings down (unlike KSP2). Both games launched (or will launch) without modding support which is really bad for both games.
I feel like most people above 1920x1080 actually rock a 1440p setup cause it’s a serious step above traditional HD but without the needs of a 4k capable GPU.
There is actually a LOT more little things, that make the game very different. Besides who in the right mind would buy a 70 buck sequel with Just better grafics?
Just have a look at the dev diaries. For me personally its the overhaul of pretty much all simulation engines (traffic, weather, water, wind, people etc.) and that they solved (apparently) the single thread problem of their traffic simulation. For me CS1 was bottlenecked when the cities became to big and the traffic could only be simulated on one core. There is a limit to that. But my cpu was otherwise idle. I have hope that this is now solved. Plus there is apparently no agent limit anymore. So a town of 500000 could in theory simulate all people individually, CS1 couldn’t.
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