If you somehow got rid of your rest mass to move at the speed of causality, two things would happen: first, you'd experience no time; second, you'd instantly crash into your destination and die in a rather energetic way. That's the neat thing about photons; from a photon's POV time and distance do not exist. A photon, from its POV, is emitted and absorbed at the same time in the same place.
It is my opinion that we reached peak graphics 6 or 7 years ago when GTX1080 was king. Why?
Games from that era look gorgeous (eg Shadow of Tomb Raider), yet were well optimized to run high/ultra at FHD on RX570.
We didn't need to rely on fakery like DLSS and frame generation to get playable frame rates. If anything, people used to supersample for the ultimate picture quality. Even upping the rendering scale to 1.25 made everything so crisp.
MSAA and SMAA antialiasing look better, but somehow even TAA from that era doesn't seem as blurry. Today, might as well use FXAA.
Graphics today seem ass-backward to me: render at 60...70% scale to have good framerates, FX are often rendered at even lower resolution, slap on overly blurry TAA to hide the jaggies, then use some upsample trickery to get to the native resolution. And it's still blurry, so squirt some sharpening and noise on top to create an illusion of detail. And still runs like crap, so throw in frame interpolation to get the illusion of higher frame rate.
I think it's high time we should be able to run non-raytracing graphics at 4k native and raytracing at 2.5k native on 500€ MSRP GPU-s with no trickery involved.
actual 3D waves. The mesh for the water surface was actually transformed and reacted to your character moving through it creating waves—you could slosh the whole small pools around by running around in them. No shader trickery there.
explosion fireballs that were 3D and freaking reacted to the environment. Throw a grenade on the floor, the fireball is hemispherical. Throw in into a ventilation shaft, you get a pillar of fire shooting out from the opening. It was absolutely mind-blowing!
physics engine that allowed physics-enabled objects to be thrown around, bouncing from the walls etc. In 1999. Bizarrely, the objects couldn't rotate so they always retained the same orientation. It saw use in level design where you could destroy the supports of some stone blocks and let them fall down to block some large pipes.
flame thrower flame reflected from the walls. You could shoot around a corner or set yourself on fire in confined spaces with it.
no apparent limit for texture resolution. I remember people modding it with 1k and 2k textures (originals were like 64x64 or 128x128). In 2002.
But there's a stark difference between optimization like culling, occlusion planes, LOD-s, half-res rendering of costly FX (like AO) and using a crutch like lowering the rendering resolution of the whole frame to try and make up for bad optimization or crap hardware. DLSS has it's place for 150...200€ entry-level GPU-s trying to drive a 2.5k monitor, not 700€ "midrange" cards.
Power over Ethernet
Perl Object Environment
PowerOpen Environment
Product of Experts
Platform for Open Exploration
Post Occupancy Evaluation
Port of entry
Control. Liked it despite being in 3rd person view up until the mezzanine fight an hour or two in, then realized that the enemies are just dumb high DPS bullet sponges, the PC is a low DPS squishy and fighting from a cover or any other tactical approach I'm used to doesn't work.
EDIT: There was also a spellcrafting mod for Skyrim where the endboss was immunebto all magic and would teleport away as soon as you got too close while summoning a bazillion powerful minions. At level 50...60 it was litwrally impossible to figjt the bastard. After many tries I just console killed the bugger and was done with it.
Maybe I'll give it a retry at some point in the future. If I can recall my forgotten Epic login credentials, that is. Too busy with the thargoid war for the next few years, though.
In Sekiro you have a choice around two thirds into the game which causes the game to end immediately (with a very bad ending); since the game autosaves all the time, once you make that choice you have to start the entire game over and get to that point again to make a different choice.
Yeah, that's bad game design IMO unless the game is an hour or two long. The player should be able to roll back when they fuck up that much. In fact, only one save file and no way to roll back if it gets corrupted or you realize how badly you have fucked up is always a bad design.
To an extent, motherboards, too, and even before the GPU prices went ballistic. I bought a Z87 mobo back in the day for 80 or 90€ and the most expensive mobos were around 300€ or so. The X570 mobos in 2019 started at 250€ and 550 mobos didn't even get released until at the end of 3000 series Ryzen. Who in their right mind would pair a 200€ R5 3600 CPU with a 250€ mobo?
I bet most of the budget-minded people who bought a R5 3600 CPU never got to use PCIe 4.0. And to add insult to injury, budget GPU-s started using PCIe 4.0 x8 (or even x4) instead of x16, effectively gimping them on budget mobos.
At least Oblivion, unlike Skyrim, had actual classes (let's not talk about the leveling system, shall we?) and spell making. Plus some really, really good questlines (including the main quest, and the whole Shivering Isles expansion was rad AF). The cities also felt larger than in Skyrim and the Arcane University was an actual university, not a random village school with 3 students. Role-play wise Skyrim was the weakest of the three modern ES games.
The only game that scratches the space exploration itch Elite doesn't quite scratch (I mean, Elite is very good, but has it's shortcomings when it comes to on-foot stuff). Ship interiors, base building and having actual life on planets, not just some fungoida and bacterium patches, alone are a reason to be excited about Starfield. Also, jetpack combat.
Funny how Elder Scrolls veterans are enjoying the game for what it is while bitter Playstation diehards, wishful thinkers with gigabyte-sized dreams.txt and bandwagon-o'-hate jumpers are complaining about things that never were to be so loud you can clearly hear the "Reeeeeeeeeee...." from Alpha Centauri😏
Honestly, the best platform to play Bethesda games is PC anyway. What makes Bethesda special is their embracing of modding, and PC being an open platform allows for much, much more in that respect. IIRC, on Playstation one couldn't even use custom assets in mods, and console makers will never allow script extenders, .NET frameworks and ENB series that allow for amazing stuff on PC.
Well, one is a linear, turn-based, 3rd person party cRPG.
The other is open world, real-time, 1st person with optional followers, sandbox action-RPG with space shooter elements.
Utterly different animals and any comparison is as invalid as comparing BG3 to Elite, DCS or RaceRoom. I've no interest at all in BG3 because turn-based party RPG-s are not really my jam. And I've never cared much about story-telling, either. I like good worldbuilding, sandboxing, looting, crafting, trying different builds, doing whatever the hell I like at any moment while completely forgetting that something called "main quest" exists, getting technical and modding the crap out of a game and this is where Bethesda shines.
Generally the term cRPG is used for specifically tabletop RPG-s adapted to digital realm. Action RPG-s take those classical RPG concepts and adapt them to a first- or third-person action game—basically Doom with leveling systems.
And this is why I don't read opinions from general review/gaming sites. For example, I judged whether I'll play Starfield purely on overviews from YouTube creators who focus on Bethesda RPG-s (Camelworks, Fudgemuppet et al) and space exploration games (Obsidian Ant). The opinions of FPS folks, Fromsoft freaks and D&D diehards is irrelevant🙃
Or, as I've always said, if 2001: A Space Odyssey was made today, it would score 4/10 on IMDB and people would complain that it's a slow slogfest with no action and boring dialogue.
The New York Times Simulator - A free casual game about manufacturing consent (www.youtube.com) angielski
Fully playable in the browser here!
I hate the term "Boomer Shooter"
Not to say I hate the genre, I actually love me some Dusk or Turbo Overkill, but why, oh why are they called Boomer Shooters?...
What would happen if you moved at the speed of light? (www.space.com) angielski
I truly don't know how to explain this to anyone who wasn't around then without them thinking we were out of our minds. (startrek.website) angielski
Playing Pillars of Eternity for the first time angielski
I’m really enjoying it so far. I’m solidly in the middle of Act 2 and about to start The Winter March part 1....
What difficult games/game challenges did you give up on?
Be it a game that’s difficult in its entirety, or a particular challenge in a game that you just couldn’t complete....
Games that force you to make hard choices angielski
Hey all!...
Capcom President Says ‘Game Prices Are Too Low’ (kotaku.com) angielski
lol. lmao.
Modder Behind Oblivion Fan Remake Vows to See It Through Whether Bethesda Releases a Remaster or Not (www.ign.com) angielski
Bethesda: Thank you to more than 10 million Starfield explorers for creating the biggest launch in Bethesda history (twitter.com) angielski
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Sennheiser Exits Gaming Headphone Business (www.anandtech.com) angielski
Technically the successor owner of the gaming brand....
Baldur's Gate 3 has ruined Starfield for me (www.pcgamer.com) angielski
Hi, I'm A Stupid Person Who Gets Mad At Review Scores (www.thegamer.com) angielski
A 7/10 is basically a complete failure, so why didn't reviewers take my feelings into account before publishing their scores?