AngryMob

@AngryMob@lemmy.one

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

AngryMob,

Ray tracing is not a fad though, and reducing it to just reflections is ignorant. Reflections, shadows, bounce lighting/global illumination, etc. all get noticeable bumps in quality. They are definitely more subtle than previous bumps from new techniques because those old techniques have gotten so damn good. But at the same time, those previous techniques have reached their limits and have unfixable problems. Whether that is occlusion artifacts in reflections, light leaking from global illumination, non-interactive baked lighting, shadows with uncanny resolution and no penumbra, hacky ambient occlusion, etc. etc… the problems are all minor, sure, but they are there, noticable, and devs want to keep pushing.

And this is ignoring the benefits on the dev side as well. No more annoying rasterized light placement. And pulling your hair out trying to hack the engine to get the look youre after. “It just works” is an unfortunate comment but holds a lot of truth. Even non realistic looking games will use more and more ray tracing as time goes on because of that. And eventually every device and card will have performance for a full suite of effects. Its an inevitability, not a fad.

AngryMob,

Some do this, tarkov is a popular example.

AngryMob,

It shouldn’t be ignored full stop. It depends entirely on the game. A purely arcade shooter should probably ignore it and most do (halo, overwatch), but a sim certainly shouldn’t (tarkov, arma). And a mixed game can decide for themselves (battlefield, cod).

AngryMob,

Depth to movement mechanics is one of the differences between mediocre and great first person games. Look at counter strike movement over the years. Players have extracted everything from the quirks of that engine, the game is better for it, and the skill ceiling for movement alone is enormous. That skill ceiling is important. Crouch jumps in particular have been in pretty much every game i can think of since i learned halo on the og xbox. even if they aren’t explicitly used by the game designers, there is often tricks you can do to exploit campaigns in fun ways, or maneuver the multiplayer with a higher level of expertise than others. Thats fun. Competitive but fun.

Compared to games where every mechanic is dead simple and everyone can do it, its more just rock paper scissors at that point. The designer gave a specific movement ability, you counter it with some other ability they designed. Its boring to me.

AngryMob,

Only in single player though.

Multiplayer reload speed is a knob for balance.

AngryMob,

Made an account and tried to sign up for beta access, but the Submit Application button doesn’t work on my phone for some reason (or its sending 100 applications as i tried a few times lol). Using a Pixel 6, firefox mobile.

AngryMob,

Double checked that i had more than 200, that doesn’t seem to fix it. I’ll probably try doing it on my PC later

AngryMob,

Blink twice if you signed the contract…

AngryMob,

Sounds pretty good. Personally i have no interest in Marvel stuff so its not up my alley, but i always like it when a fanbase gets something they enjoy. Have fun!

AngryMob,

Doesnt help that the combat is unresponsive and janky as fuck anyway, so playing without cheese is an excercise of frustration.

AngryMob,

The entire galaxy hinges on them because its a space fantasy with superheros and supervillains… If just anyone could change the fate of the galaxy then it wouldnt be the same star wars. Its fun to be involved in those main events, even by proxy. Just existing in the universe can be fun too, i admit, but its a different fun.

AngryMob,

They almost certainly would make less than 2M without steam though

AngryMob,

What, how? Are you just leaving the settings at default and giving up? They basically have said what is broken. If you turn those settings off it works alright.

AngryMob,

They already mentioned delaying the first dlc from the planned Q4 2023 release to Q1 2024.

AngryMob,

The one theyve acknowledged working on is related to garbage. Your cargo port/terminal will import a lot of various resources for your city to use, including garbage. Which means no matter how much garbage handling to build, your imports will flood it.

Workaround is to district everything and make sure your garbage handling facilities excludes the districts with the poets/terminals.

Some other economic bugs are not as bad. Like services not using resources correctly or zoned buildings having too much of a safety net for bankruptcy. Theres a lot the community is tracking down and the devs are working on.

I wouldn’t say it makes the game unplayable. The complexity that does work is great. Its still so much better than CS1. Im not in the camp of anyone not buying “out of principal”. Its a fairly small team who had a deadline to meet. They made a great game in that time despite the glaring issues. They provided 10 years of CS1 support (even excluding dlcs), CS2 will be no different.

AngryMob,

No it didn’t, because ive not heard of anyone else with that issue. Even just trying very low settings your system still struggles?

AngryMob,

Modders have never let these types of things limit them before. Look at mods for games that dont even support modding to begin with. I expect there will wind up being mods on nexus or something for the complicated stuff that consoles don’t support.

AngryMob,

The company making enough money to trigger said fees?

I dont support this new structure, but its not like these fees are attacking game companies which have no profits

AngryMob, (edited )

The inputs are mostly the same, so implementing one essentially implements the other. Much like how implementing fsr2 is so similar to dlss and xess. (Which is why these mods came out in a matter of hours after early release)

DF was referring to a question about devs patching old games to add in fsr3 frame gen, as if its some simple toggle for games which may not even have motion vector or optical flow data already exposed.

AngryMob,

Yes. Now that all the consoles have ssds, devs are going to design their games around them. That means asset streaming is the norm. And that means hdds will cause massive pop-in and stutters.

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  • AngryMob,

    Art style, fidelity, and realism are all somewhat separate. Yeah a good art style can make a game timeless. There are countless examples of that. But it doesnt mean that realistic looking games cant have a great art style. I think cohesion is a huge part of what people mean by “art style”. Realistic looking games that focus on having a cohesive look can also be fairly timeless. They may not compete with today’s fidelity (resolution, technology, etc), but Assassin’s Creed, various Battlefield games, Crysis 1, and plenty more all look great if you look at them today.

    Theres also the concept of somwthing not realistic, but high fidelity. Minecraft RTX is simply amazing. Taking that already timeless art style and increasing the fidelity doesn’t suddenly remove the timeless factor, and i love that. I want more of that. Even if it means i need a fairly beefy gpu for such simple graphics otherwise.

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