GDPR allows you to keep data as long as you need it to run your business, which in the case of online game store would be basically forever. The only data that has a time limit is stuff like log files and the like, which you might need to catch cheaters and hackers, but is useless after a few weeks or months.
Why do people think they are “buying” something when in fact they are “renting”. Everything that’s not in your power is not in your posession, hence it’s not something you have bought. This counts for ebooks with DRM as well as those online games. Amazon and other companies call it “buying” to make people believe it’s equal to real books, games ect. in their posession, and people do believe it.
What are you talking about? They totally addressed that. Someone from HR even stepped down! /s
I used to work in a small Ubisoft studio, and while I was there one of the managers investigated an employee for sexual harassment. He took it super serious, and, as far as I can tell, did everything right. Then he took the case to HR and... Left the company about 6 weeks later.
The sexual harasser also left, eventually, but I think the order of things tells a story.
It’s annoying enough that Netflix removes my account and watched history, after I go a few months without the service. But I still deal with it a couple times a year. This… this makes me just want to never touch anything Ubisoft ever again.
Honestly I think I just have black flag on my goobysoft account and I haven’t plaid it for so long I don’t care if I loose my account, but if I ever want to play that game again and it’s gone, I will pirate the shit out of it
That’s an Assassin’s Creed game, yeah? I don’t know, I tried an AS game at one point, and just couldn’t get into it. I was excited for The Division for awhile, then it released. I wanted to like Far Cry, but didn’t like the mechanics. I really don’t see anything in their recent catalog that I give two shits about.
People need to realize that you do not own the games that you buy from stores such as Ubisoft and Steam. You are renting these games at best. These companies can deny access to your games at any time they see fit. Whether it’s deleting inactive accounts, a change of policy, business going bankrupt or any act of god.
This is why I only buy games from stores such as GOG or itch.io where I actually receive a DRM-free copy of the game. It’s mine forever so long as I back it up; which is not hard to do since storage is so cheap nowadays.
Until through some "error" ab account with games gets trashed. The reaction of Ubisoft's social media team is what worries me. They didn't go "no worries folks, this is just for empty accounts and we give warning even then". They went "we don't want this to happen, but y'all make us do it because you don't log in like we want you to".`
I want to preface this by saying I’m not a game developer, but I have played a fair share Unreal Engine games and my honest opinion as a consumer is that it is a literal plague especially in the indie game world. Show me 1 second of gameplay of any game and I could tell you with 100% certainty whether it’s an unreal engine game or not. And the main issue isn’t the engine itself, I bet its a fine engine that can do everything that a developer needs it to do.
The main issue in general gaming but most noticeably in UE is the absolute horrible TAA antialiasing. Somehow we went from crisp and sharp looking games in 2010 to absolutely blurry messes today. UE is the biggest offender, every single on of their games uses TAA as its main AA method and only with the sharpening filter turned to a 100, is it barely serviceable. And on top of the blurriness you have visual artifacts especially in Picture-in-Picture (PiP) rendering, so forget realistic scopes or mirrors or particle effects. And if you decide to use any other method for AA, all the characters hair looks like an unacceptable flickering wiremesh. We always see these tech demos of amazing lighting and huge open landscapes rendered in realtime with UE but it all amounts to nothing if everything is blurred beyond recognition.
The second biggest gripe is the abysmal performance. Sure if a game looks good you can expect it to be a little bit more demanding on the hardware side. But thanks to TAA, no UE game actually looks good. So you’re just left with the hardware demands. But in the past, if your PC couldn’t handle a game at max setting you just tone them down a little bit and “viola” your game runs good. That is absolutely impossible with UE. I have 3 UE games that I regularly play, and the difference between lowest and max settings on all of them is ~5 FPS. So your game looks like a PS2 game and you get barely any performance gain, awesome, good job UE. Not to mention that in an attempt to maximize “performance” most NPCs that are further than 50m are rendered at 5 FPS, looks realy good on those big open landscapes with amazing lighting.\
I am sure that all of those problems are solved if the engine is in the hands of a talented developer that knows what their doing and puts value on visual clarity and performance. But that is not what the vast majority of UE developers do. UE feels to me like a modular package. You just slap things together and it supposedly works. But you can’t expect to create art by just slapping things together. It also feels like UE tries to become the jack of all trades but master of none to appeal to the broadest market so that Epic can cash in on all that licensing money.
I wonder why exactly somebody decided that the search for a perfect AA method has to stop TAA. We went from jaggy edges to edge detection and oversampling (MSAA) being the standard in 2000-2012 but people where unsatisfied with the performance tank so we needed a lighter method. So we got post processing AA like SMAA which is a scam and does absolutely nothing or FXAA which simlpy applies a blur filter to edges. Not the most elegant solutions but they will do if you can’t effort to use MSAA. Then TAA came around the corner and I dont even know how it looks so bad, because it sounds fine on paper. Using multiple frames to detect differences in contrast and then smoothing out those diffrences seems like an OK alternative, but it should’ve never become the main AA method.
I’ve honestly expected the AA journey to end with 4K resolution being the standard. AA is mostly a matter of pixeldesity over viewing distance. Mobile games have mostly no AA because their pixel density is ridiculous, Console games also rarely have AA because you sit 10 feet away from the screen. PC being the only outlier but certainly having the spare power to run at higher resolutions than consoles. But somewhere along the way, Nvidia decided to go all in on Raytracing and Dynamic Resolution instead of raw 4K performance. And Nvidia basiacly dictates where the gaming industry goes.
So I honestly blame Nvdia for this whole mess and most people can agree that Nvidia has dropped the ball the last couple of years. Their Flagship cards cost more than an all consoles from Sony, Microsoft and Nintendo combined. They cost more than mid-high range gaming laptops. And the raw power gain has been like 80% over the last 10 years, because they put all their R&D into gimmicks.
I got quite the good AA by rendering the screen at 4k and letting the graphic card underscale it into the screen’s 1080p resolution. No AA needed, looks fiine.
That is basically MSAA without the edge dection. Rendering in 4K and downscaling is the dirtiest but most effective AA method. But downscaling the whole screen also applies to UI elements, this often times results in tiny blurry fonts if the UI isn’t scaled appropriately. But more and more games have started to add a render resolution scale option that goes beyond 100% without affecting the UI. Downscaling also causes latency issues. I can run Metal Gear Solid 5 at a stable 60 FPS at 4K but the display latency is very noticeable compared to 1440p at 60.
I miss the time when you could just disable the games native AA and force MSAA through Nvidia control panel. But most newer titles dont accept Nvdias override, especialy Unreal games.
I haven’t paid any attention to Apex since Catalyst. Could someone catch me up to speed on why Revenant needed such a huge rework? His kit always seemed quite situational but still usable.
Ok, maybe not Faerun, but just spitballing here - Total War: Blood War. Massive armies of devils vs demons, with yugoloth mercenary forces for hire, spread across the battlefields of the lower planes. Could tie in nicely with a re-release of Planescape as well…
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